mirror of
https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2024-12-18 21:44:51 +01:00
feat: continue to jump if space is holding (#27)
This commit is contained in:
parent
a7c19a6549
commit
079466b85d
@ -9,9 +9,12 @@ public class PlayerScript : MonoBehaviour
|
|||||||
|
|
||||||
public ParticleSystem particleSystem;
|
public ParticleSystem particleSystem;
|
||||||
|
|
||||||
|
private bool wantsToJump = false;
|
||||||
|
private bool isGrounded = true;
|
||||||
|
|
||||||
public void Start()
|
public void Start()
|
||||||
{
|
{
|
||||||
initialPosition = new Vector3(transform.position.x, transform.position.y, transform.position.z);
|
initialPosition = transform.position;
|
||||||
|
|
||||||
var mainModule = particleSystem.main;
|
var mainModule = particleSystem.main;
|
||||||
mainModule.simulationSpace = ParticleSystemSimulationSpace.World;
|
mainModule.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||||
@ -23,28 +26,43 @@ public class PlayerScript : MonoBehaviour
|
|||||||
{
|
{
|
||||||
transform.position += Time.deltaTime * 8.6f * Vector3.right;
|
transform.position += Time.deltaTime * 8.6f * Vector3.right;
|
||||||
|
|
||||||
|
if (Input.GetKey(KeyCode.Space))
|
||||||
|
{
|
||||||
|
wantsToJump = true;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
wantsToJump = false;
|
||||||
|
}
|
||||||
|
|
||||||
if (!IsJumping())
|
if (!IsJumping())
|
||||||
{
|
{
|
||||||
Vector3 Rotation = transform.rotation.eulerAngles;
|
isGrounded = true;
|
||||||
Rotation.z = Mathf.Round(Rotation.z / 90) * 90;
|
AlignRotation();
|
||||||
transform.rotation = Quaternion.Euler(Rotation);
|
|
||||||
|
|
||||||
if (Input.GetKeyDown(KeyCode.Space))
|
if (wantsToJump)
|
||||||
{
|
{
|
||||||
rigidBody.AddForce(Vector2.up * 26.6581f, ForceMode2D.Impulse);
|
Jump();
|
||||||
|
wantsToJump = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
particleSystem.gameObject.SetActive(true);
|
particleSystem.gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
isGrounded = false;
|
||||||
particleSystem.gameObject.SetActive(false);
|
particleSystem.gameObject.SetActive(false);
|
||||||
transform.Rotate(Vector3.back * 360 * Time.deltaTime);
|
transform.Rotate(Vector3.back * 360 * Time.deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
particleSystem.transform.position = transform.position + new Vector3(-0.19f, -0.64f, 0);
|
UpdateParticlePositionAndRotation();
|
||||||
particleSystem.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
UpdateParticleSystemSpeed();
|
||||||
|
}
|
||||||
|
|
||||||
ParticleSystemSpeed();
|
private void Jump()
|
||||||
|
{
|
||||||
|
rigidBody.linearVelocity = new Vector2(rigidBody.linearVelocity.x, 0);
|
||||||
|
rigidBody.AddForce(Vector2.up * 26.6581f, ForceMode2D.Impulse);
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool IsJumping()
|
private bool IsJumping()
|
||||||
@ -52,7 +70,20 @@ public class PlayerScript : MonoBehaviour
|
|||||||
return Mathf.Abs(initialPosition.y - transform.position.y) > 0.05f;
|
return Mathf.Abs(initialPosition.y - transform.position.y) > 0.05f;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ParticleSystemSpeed()
|
private void AlignRotation()
|
||||||
|
{
|
||||||
|
Vector3 rotation = transform.rotation.eulerAngles;
|
||||||
|
rotation.z = Mathf.Round(rotation.z / 90) * 90;
|
||||||
|
transform.rotation = Quaternion.Euler(rotation);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateParticlePositionAndRotation()
|
||||||
|
{
|
||||||
|
particleSystem.transform.position = transform.position + new Vector3(-0.19f, -0.64f, 0);
|
||||||
|
particleSystem.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void UpdateParticleSystemSpeed()
|
||||||
{
|
{
|
||||||
var velocityOverLifetime = particleSystem.velocityOverLifetime;
|
var velocityOverLifetime = particleSystem.velocityOverLifetime;
|
||||||
velocityOverLifetime.x = rigidBody.linearVelocity.x;
|
velocityOverLifetime.x = rigidBody.linearVelocity.x;
|
||||||
|
Loading…
Reference in New Issue
Block a user