feat: rocket mode (#44)
Co-authored-by: Djelal BOUDJI <djelal@gmail.com>
							
								
								
									
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| @@ -5410,11 +5410,6 @@ MonoBehaviour: | ||||
|   m_Script: {fileID: 11500000, guid: ebe0bd74200510d4aa75c327a76499c6, type: 3} | ||||
|   m_Name:  | ||||
|   m_EditorClassIdentifier:  | ||||
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|   playerObject: {fileID: 1267397455} | ||||
|   particle: {fileID: 725779776} | ||||
|   levelsLoader: {fileID: 0} | ||||
|   isColliding: 1 | ||||
| --- !u!61 &1267397460 | ||||
| BoxCollider2D: | ||||
|   m_ObjectHideFlags: 0 | ||||
|   | ||||
							
								
								
									
										8
									
								
								Assets/Scripts/GameMode.meta
									
									
									
									
									
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										8
									
								
								Assets/Scripts/GameMode/IGameMode.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,8 @@ | ||||
| using UnityEngine; | ||||
|  | ||||
| public interface IGameMode | ||||
| { | ||||
|     void Update(Player player); | ||||
|     void OnCollisionEnter(Player player, Collision2D collision); | ||||
|     void OnCollisionExit(Player player, Collision2D collision); | ||||
| } | ||||
							
								
								
									
										2
									
								
								Assets/Scripts/GameMode/IGameMode.cs.meta
									
									
									
									
									
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										78
									
								
								Assets/Scripts/GameMode/NormalGameMode.cs
									
									
									
									
									
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						| @@ -0,0 +1,78 @@ | ||||
| using UnityEngine; | ||||
| using UnityEngine.SceneManagement; | ||||
|  | ||||
| public class NormalGameMode : IGameMode | ||||
| { | ||||
|     private const float HorizontalSpeed = 8.6f; | ||||
|     private const float JumpForce = 26.6581f; | ||||
|     private const KeyCode JumpKey = KeyCode.Space; | ||||
|  | ||||
|     public void Update(Player player) | ||||
|     { | ||||
|         player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed, player.RigidBody.linearVelocity.y); | ||||
|  | ||||
|         if (player.HasStarted && player.IsColliding && Input.GetKey(JumpKey) && player.CanJump) | ||||
|         { | ||||
|             Jump(player); | ||||
|         } | ||||
|  | ||||
|         if (!IsJumping(player)) | ||||
|         { | ||||
|             AlignRotation(player); | ||||
|             player.Particle.gameObject.SetActive(true); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             player.Particle.gameObject.SetActive(false); | ||||
|             player.Transform.Rotate(Vector3.back * 360 * Time.deltaTime); | ||||
|         } | ||||
|  | ||||
|         UpdateParticlePositionAndRotation(player); | ||||
|     } | ||||
|  | ||||
|     private void Jump(Player player) | ||||
|     { | ||||
|         player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0); | ||||
|         player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse); | ||||
|         player.LevelsLoader.IncreaseTotalJumps(); | ||||
|     } | ||||
|  | ||||
|     private bool IsJumping(Player player) | ||||
|     { | ||||
|         return !player.IsColliding; | ||||
|     } | ||||
|  | ||||
|     private void AlignRotation(Player player) | ||||
|     { | ||||
|         Vector3 rotation = player.Transform.rotation.eulerAngles; | ||||
|         rotation.z = Mathf.Round(rotation.z / 90) * 90; | ||||
|         player.Transform.rotation = Quaternion.Euler(rotation); | ||||
|     } | ||||
|  | ||||
|     private void UpdateParticlePositionAndRotation(Player player) | ||||
|     { | ||||
|         player.Particle.transform.position = player.Transform.position + new Vector3(-0.19f, -0.64f, -10); | ||||
|         player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f); | ||||
|     } | ||||
|  | ||||
|     public void OnCollisionEnter(Player player, Collision2D collision) | ||||
|     { | ||||
|         player.IsColliding = true; | ||||
|         player.CanJump = true; | ||||
|  | ||||
|         if (collision.gameObject.CompareTag("Kill")) | ||||
|         { | ||||
|             SceneManager.LoadScene(SceneManager.GetActiveScene().name); | ||||
|         } | ||||
|  | ||||
|         if (collision.gameObject.CompareTag("Win")) | ||||
|         { | ||||
|             SceneManager.LoadScene("SelectLevelScene"); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public void OnCollisionExit(Player player, Collision2D collision) | ||||
|     { | ||||
|         player.IsColliding = false; | ||||
|     } | ||||
| } | ||||
							
								
								
									
										2
									
								
								Assets/Scripts/GameMode/NormalGameMode.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,2 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 222f727842e308847a028d3fce55d364 | ||||
							
								
								
									
										43
									
								
								Assets/Scripts/GameMode/ShipGameMode.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,43 @@ | ||||
| using UnityEngine; | ||||
| using UnityEngine.SceneManagement; | ||||
|  | ||||
| public class ShipGameMode : IGameMode | ||||
| { | ||||
|     private const float HorizontalSpeed = 8.6f; | ||||
|     private const float JumpForce = 26.6581f; | ||||
|     private const KeyCode JumpKey = KeyCode.Space; | ||||
|  | ||||
|     public void Update(Player player) | ||||
|     { | ||||
|         player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed, player.RigidBody.linearVelocity.y); | ||||
|  | ||||
|         if (player.HasStarted && Input.GetKey(JumpKey)) | ||||
|         { | ||||
|             Jump(player); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     private void Jump(Player player) | ||||
|     { | ||||
|         player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0); | ||||
|         player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse); | ||||
|         player.LevelsLoader.IncreaseTotalJumps(); | ||||
|     } | ||||
|  | ||||
|     public void OnCollisionEnter(Player player, Collision2D collision) | ||||
|     { | ||||
|         if (collision.gameObject.CompareTag("Kill")) | ||||
|         { | ||||
|             SceneManager.LoadScene(SceneManager.GetActiveScene().name); | ||||
|         } | ||||
|         if (collision.gameObject.CompareTag("Win")) | ||||
|         { | ||||
|             SceneManager.LoadScene("HomeScene"); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public void OnCollisionExit(Player player, Collision2D collision) | ||||
|     { | ||||
|         // rien pour l'instant | ||||
|     } | ||||
| } | ||||
							
								
								
									
										2
									
								
								Assets/Scripts/GameMode/ShipGameMode.cs.meta
									
									
									
									
									
										Normal file
									
								
							
							
						
						| @@ -0,0 +1,2 @@ | ||||
| fileFormatVersion: 2 | ||||
| guid: 28b5f8f9214141740af5157d6b421677 | ||||
| @@ -1,101 +1,75 @@ | ||||
| using UnityEngine; | ||||
| using UnityEngine.SceneManagement; | ||||
| using System.IO; | ||||
|  | ||||
| public class Player : MonoBehaviour | ||||
| { | ||||
|     public Rigidbody2D rigidBody; | ||||
|     public GameObject playerObject; | ||||
|     public ParticleSystem particle; | ||||
|     public LevelsLoader levelsLoader; | ||||
|     public Rigidbody2D RigidBody { get; private set; } | ||||
|     public Transform Transform { get; private set; } | ||||
|     public ParticleSystem Particle { get; private set; } | ||||
|     public LevelsLoader LevelsLoader { get; private set; } | ||||
|     public SpriteRenderer SpriteRenderer { get; private set; } | ||||
|     public bool IsColliding { get; set; } = true; | ||||
|     public bool HasStarted { get; private set; } = false; | ||||
|     public bool CanJump { get; set; } = true; | ||||
|  | ||||
|     public bool isColliding = true; | ||||
|     private bool hasStarted = false; | ||||
|     public IGameMode CurrentGameMode { get; set; } | ||||
|  | ||||
|     private bool canJump = true; | ||||
|     public void Awake() | ||||
|     { | ||||
|         RigidBody = GetComponent<Rigidbody2D>(); | ||||
|         Transform = transform; | ||||
|         Particle = GetComponentInChildren<ParticleSystem>(); | ||||
|         SpriteRenderer = GetComponentInChildren<SpriteRenderer>(); | ||||
|         LevelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>(); | ||||
|     } | ||||
|  | ||||
|     public void Start() | ||||
|     { | ||||
|         levelsLoader = GameObject.FindGameObjectWithTag("LevelsLoader").GetComponent<LevelsLoader>(); | ||||
|  | ||||
|         var mainModule = particle.main; | ||||
|         var mainModule = Particle.main; | ||||
|         mainModule.simulationSpace = ParticleSystemSimulationSpace.World; | ||||
|         particle.transform.parent = null; | ||||
|         Particle.transform.parent = null; | ||||
|  | ||||
|         Invoke(nameof(EnableInput), 0.1f); | ||||
|  | ||||
|         CurrentGameMode = new NormalGameMode(); | ||||
|     } | ||||
|  | ||||
|     private void EnableInput() | ||||
|     { | ||||
|         hasStarted = true; | ||||
|         HasStarted = true; | ||||
|     } | ||||
|  | ||||
|     public void Update() | ||||
|     { | ||||
|         rigidBody.linearVelocity = new Vector2(8.6f, rigidBody.linearVelocity.y); | ||||
|  | ||||
|         if (hasStarted && isColliding && Input.GetKey(KeyCode.Space) && canJump) | ||||
|         { | ||||
|             Jump(); | ||||
|         } | ||||
|  | ||||
|         if (!IsJumping()) | ||||
|         { | ||||
|             AlignRotation(); | ||||
|             particle.gameObject.SetActive(true); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             particle.gameObject.SetActive(false); | ||||
|             transform.Rotate(Vector3.back * 360 * Time.deltaTime); | ||||
|         } | ||||
|  | ||||
|         UpdateParticlePositionAndRotation(); | ||||
|     } | ||||
|  | ||||
|     private void Jump() | ||||
|     { | ||||
|         rigidBody.linearVelocity = new Vector2(rigidBody.linearVelocity.x, 0); | ||||
|         rigidBody.AddForce(Vector2.up * 26.6581f, ForceMode2D.Impulse); | ||||
|         levelsLoader.IncreaseTotalJumps(); | ||||
|     } | ||||
|  | ||||
|     private bool IsJumping() | ||||
|     { | ||||
|         return !isColliding; | ||||
|     } | ||||
|  | ||||
|     private void AlignRotation() | ||||
|     { | ||||
|         Vector3 rotation = transform.rotation.eulerAngles; | ||||
|         rotation.z = Mathf.Round(rotation.z / 90) * 90; | ||||
|         transform.rotation = Quaternion.Euler(rotation); | ||||
|     } | ||||
|  | ||||
|     private void UpdateParticlePositionAndRotation() | ||||
|     { | ||||
|         particle.transform.position = transform.position + new Vector3(-0.19f, -0.64f, -10); | ||||
|         particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f); | ||||
|         CurrentGameMode.Update(this); | ||||
|     } | ||||
|  | ||||
|     public void OnCollisionEnter2D(Collision2D collision) | ||||
|     { | ||||
|         isColliding = true; | ||||
|         canJump = true; | ||||
|  | ||||
|         if (collision.gameObject.CompareTag("Kill")) | ||||
|         { | ||||
|             SceneManager.LoadScene(SceneManager.GetActiveScene().name); | ||||
|         } | ||||
|  | ||||
|         if (collision.gameObject.CompareTag("Win")) | ||||
|         { | ||||
|             SceneManager.LoadScene("HomeScene"); | ||||
|         } | ||||
|         CurrentGameMode.OnCollisionEnter(this, collision); | ||||
|     } | ||||
|  | ||||
|     public void OnCollisionExit2D(Collision2D collision) | ||||
|     { | ||||
|         isColliding = false; | ||||
|         CurrentGameMode.OnCollisionExit(this, collision); | ||||
|     } | ||||
|  | ||||
|     private void OnTriggerEnter2D(Collider2D collision) | ||||
|     { | ||||
|         if (collision.CompareTag("ShipPortal")) | ||||
|         { | ||||
|             SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/Ship"); | ||||
|             ChangeGameMode(new ShipGameMode()); | ||||
|         } | ||||
|         else if (collision.CompareTag("CubePortal")) | ||||
|         { | ||||
|             SpriteRenderer.sprite = Resources.Load<Sprite>("Shapes/BaseSquare"); | ||||
|             ChangeGameMode(new NormalGameMode()); | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public void ChangeGameMode(IGameMode newMode) | ||||
|     { | ||||
|         CurrentGameMode = newMode; | ||||
|     } | ||||
| } | ||||
|   | ||||
| @@ -7,6 +7,9 @@ TagManager: | ||||
|   - Kill | ||||
|   - Win | ||||
|   - LevelsLoader | ||||
|   - LevelLoader | ||||
|   - CubePortal | ||||
|   - ShipPortal | ||||
|   layers: | ||||
|   - Default | ||||
|   - TransparentFX | ||||
|   | ||||