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https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-04-17 18:56:18 +02:00
fix: rotation, smooth camera, ship portal collider, obstacle block collider, player rigid body detection, dynamic ground (#54)
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@ -6451,9 +6318,9 @@ Rigidbody2D:
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--- !u!212 &1267397457
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--- !u!212 &1267397457
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SpriteRenderer:
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@ -7158,7 +7025,7 @@ MonoBehaviour:
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m_OnCullStateChanged:
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m_Sprite: {fileID: 6208176927266180224, guid: c51e366cbbc7cd534a9788dd491e8086, type: 3}
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m_PreserveAspect: 0
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m_PreserveAspect: 0
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m_FillCenter: 1
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@ -7450,6 +7317,7 @@ MonoBehaviour:
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levelsLoader: {fileID: 0}
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levelsLoader: {fileID: 0}
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audioSource: {fileID: 1999482188}
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audioSource: {fileID: 1999482188}
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progressionText: {fileID: 245275149}
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progressionText: {fileID: 245275149}
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groundWidth: 1
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--- !u!4 &1999482187
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--- !u!4 &1999482187
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Transform:
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Transform:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@ -7603,7 +7471,6 @@ SceneRoots:
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m_Roots:
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- {fileID: 519420032}
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- {fileID: 519420032}
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- {fileID: 1267397458}
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- {fileID: 1267397458}
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- {fileID: 1235900594}
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- {fileID: 1999482187}
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- {fileID: 1999482187}
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- {fileID: 1371294550}
|
- {fileID: 1371294550}
|
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- {fileID: 521952202}
|
- {fileID: 521952202}
|
||||||
|
@ -1,30 +1,38 @@
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
|
||||||
public class NormalGameMode : IGameMode
|
public class NormalGameMode : IGameMode
|
||||||
{
|
{
|
||||||
private const float HorizontalSpeed = 8.6f;
|
private const float HorizontalSpeed = 8.6f;
|
||||||
private const float JumpForce = 26.6581f;
|
private const float JumpForce = 26.6581f;
|
||||||
private const KeyCode JumpKey = KeyCode.Space;
|
private const KeyCode JumpKey = KeyCode.Space;
|
||||||
|
private bool isRotating = false;
|
||||||
|
private float targetRotationAngle = 0f;
|
||||||
|
private readonly float rotationSpeed = 360f;
|
||||||
|
|
||||||
public void Update(Player player)
|
public void Update(Player player)
|
||||||
{
|
{
|
||||||
player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed * player.SpeedMultiplier, player.RigidBody.linearVelocity.y);
|
player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed * player.SpeedMultiplier, player.RigidBody.linearVelocity.y);
|
||||||
|
|
||||||
if (player.HasStarted && player.IsColliding && Input.GetKey(JumpKey) && player.CanJump)
|
|
||||||
|
if (player.IsColliding && Input.GetKey(JumpKey) && !isRotating)
|
||||||
{
|
{
|
||||||
Jump(player);
|
Jump(player);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (isRotating)
|
||||||
|
{
|
||||||
|
PerformRotation(player);
|
||||||
|
}
|
||||||
|
|
||||||
if (!IsJumping(player))
|
if (!IsJumping(player))
|
||||||
{
|
{
|
||||||
AlignRotation(player);
|
|
||||||
player.Particle.gameObject.SetActive(true);
|
player.Particle.gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
player.Particle.gameObject.SetActive(false);
|
player.Particle.gameObject.SetActive(false);
|
||||||
player.Transform.Rotate(Vector3.back * 360 * Time.deltaTime);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
UpdateParticlePositionAndRotation(player);
|
UpdateParticlePositionAndRotation(player);
|
||||||
@ -35,6 +43,22 @@ public class NormalGameMode : IGameMode
|
|||||||
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
|
||||||
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
|
||||||
player.LevelsLoader.IncreaseTotalJumps();
|
player.LevelsLoader.IncreaseTotalJumps();
|
||||||
|
isRotating = true;
|
||||||
|
targetRotationAngle = player.transform.eulerAngles.z - 90f;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void PerformRotation(Player player)
|
||||||
|
{
|
||||||
|
float rotationThisFrame = rotationSpeed * Time.deltaTime;
|
||||||
|
float newRotation = Mathf.MoveTowardsAngle(player.transform.eulerAngles.z, targetRotationAngle, rotationThisFrame);
|
||||||
|
player.transform.rotation = Quaternion.Euler(0, 0, newRotation);
|
||||||
|
|
||||||
|
if (Mathf.Abs(Mathf.DeltaAngle(newRotation, targetRotationAngle)) < 0.1f)
|
||||||
|
{
|
||||||
|
player.transform.rotation = Quaternion.Euler(0, 0, targetRotationAngle);
|
||||||
|
isRotating = false;
|
||||||
|
AlignRotation(player);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private bool IsJumping(Player player)
|
private bool IsJumping(Player player)
|
||||||
@ -44,21 +68,21 @@ public class NormalGameMode : IGameMode
|
|||||||
|
|
||||||
private void AlignRotation(Player player)
|
private void AlignRotation(Player player)
|
||||||
{
|
{
|
||||||
Vector3 rotation = player.Transform.rotation.eulerAngles;
|
Vector3 rotation = player.transform.eulerAngles;
|
||||||
rotation.z = Mathf.Round(rotation.z / 90) * 90;
|
rotation.z = Mathf.Round(rotation.z / 90) * 90;
|
||||||
player.Transform.rotation = Quaternion.Euler(rotation);
|
player.transform.rotation = Quaternion.Euler(rotation);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void UpdateParticlePositionAndRotation(Player player)
|
private void UpdateParticlePositionAndRotation(Player player)
|
||||||
{
|
{
|
||||||
player.Particle.transform.position = player.Transform.position + new Vector3(-0.19f, -0.64f, -10);
|
player.Particle.transform.position =
|
||||||
|
player.transform.position + new Vector3(-0.19f, -0.64f, -10);
|
||||||
player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void OnCollisionEnter(Player player, Collision2D collision)
|
public void OnCollisionEnter(Player player, Collision2D collision)
|
||||||
{
|
{
|
||||||
player.IsColliding = true;
|
player.IsColliding = true;
|
||||||
player.CanJump = true;
|
|
||||||
|
|
||||||
if (collision.gameObject.CompareTag("Kill"))
|
if (collision.gameObject.CompareTag("Kill"))
|
||||||
{
|
{
|
||||||
|
@ -16,7 +16,7 @@ public class ShipGameMode : IGameMode
|
|||||||
|
|
||||||
bool jumpPressed = Input.GetKey(JumpKey);
|
bool jumpPressed = Input.GetKey(JumpKey);
|
||||||
|
|
||||||
if (player.HasStarted && jumpPressed)
|
if (jumpPressed)
|
||||||
{
|
{
|
||||||
Jump(player);
|
Jump(player);
|
||||||
|
|
||||||
@ -49,7 +49,9 @@ public class ShipGameMode : IGameMode
|
|||||||
{
|
{
|
||||||
float angle = player.Transform.rotation.eulerAngles.z;
|
float angle = player.Transform.rotation.eulerAngles.z;
|
||||||
if (angle > 180f)
|
if (angle > 180f)
|
||||||
|
{
|
||||||
angle -= 360f;
|
angle -= 360f;
|
||||||
|
}
|
||||||
return angle;
|
return angle;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -7,6 +7,7 @@ public class LevelLoader : MonoBehaviour
|
|||||||
public LevelsLoader levelsLoader;
|
public LevelsLoader levelsLoader;
|
||||||
public AudioSource audioSource;
|
public AudioSource audioSource;
|
||||||
public Text progressionText;
|
public Text progressionText;
|
||||||
|
private readonly float groundY = -6.034f;
|
||||||
|
|
||||||
private GameObject GetPrefab(string type)
|
private GameObject GetPrefab(string type)
|
||||||
{
|
{
|
||||||
@ -43,6 +44,12 @@ public class LevelLoader : MonoBehaviour
|
|||||||
|
|
||||||
instance.transform.localScale = new Vector3(newScaleX, newScaleY, originalScale.z);
|
instance.transform.localScale = new Vector3(newScaleX, newScaleY, originalScale.z);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GameObject groundPrefab = GetPrefab("Ground");
|
||||||
|
GameObject groundInstance = Instantiate(groundPrefab, new Vector3(current.LastX / 2, groundY, 0), Quaternion.identity);
|
||||||
|
float groundWidth = current.LastX;
|
||||||
|
groundInstance.transform.localScale = new Vector3(groundWidth / 5f * 2, 1, 1);
|
||||||
|
|
||||||
Instantiate(GetPrefab("WinnerWall"), new Vector3(current.LastX, 0, 0), Quaternion.Euler(0, 0, 90));
|
Instantiate(GetPrefab("WinnerWall"), new Vector3(current.LastX, 0, 0), Quaternion.Euler(0, 0, 90));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -9,8 +9,6 @@ public class Player : MonoBehaviour
|
|||||||
public LevelsLoader LevelsLoader { get; private set; }
|
public LevelsLoader LevelsLoader { get; private set; }
|
||||||
public SpriteRenderer SpriteRenderer { get; private set; }
|
public SpriteRenderer SpriteRenderer { get; private set; }
|
||||||
public bool IsColliding { get; set; } = true;
|
public bool IsColliding { get; set; } = true;
|
||||||
public bool HasStarted { get; private set; } = false;
|
|
||||||
public bool CanJump { get; set; } = true;
|
|
||||||
|
|
||||||
public IGameMode CurrentGameMode { get; set; }
|
public IGameMode CurrentGameMode { get; set; }
|
||||||
public float SpeedMultiplier = 1f;
|
public float SpeedMultiplier = 1f;
|
||||||
@ -30,16 +28,9 @@ public class Player : MonoBehaviour
|
|||||||
mainModule.simulationSpace = ParticleSystemSimulationSpace.World;
|
mainModule.simulationSpace = ParticleSystemSimulationSpace.World;
|
||||||
Particle.transform.parent = null;
|
Particle.transform.parent = null;
|
||||||
|
|
||||||
Invoke(nameof(EnableInput), 0.1f);
|
|
||||||
|
|
||||||
CurrentGameMode = new NormalGameMode();
|
CurrentGameMode = new NormalGameMode();
|
||||||
}
|
}
|
||||||
|
|
||||||
private void EnableInput()
|
|
||||||
{
|
|
||||||
HasStarted = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
{
|
{
|
||||||
CurrentGameMode.Update(this);
|
CurrentGameMode.Update(this);
|
||||||
|
@ -5,6 +5,7 @@ public class PlayerCamera : MonoBehaviour
|
|||||||
public GameObject playerObject;
|
public GameObject playerObject;
|
||||||
public float normalMinYFollow = 2.0f;
|
public float normalMinYFollow = 2.0f;
|
||||||
public float shipMinYFollow = 6.0f;
|
public float shipMinYFollow = 6.0f;
|
||||||
|
public float smoothSpeed = 5.0f;
|
||||||
private float initialY;
|
private float initialY;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
@ -28,6 +29,8 @@ public class PlayerCamera : MonoBehaviour
|
|||||||
targetY = playerObject.transform.position.y;
|
targetY = playerObject.transform.position.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
transform.position = new Vector3(playerObject.transform.position.x, targetY, transform.position.z);
|
float newY = Mathf.Lerp(transform.position.y, targetY, smoothSpeed * Time.deltaTime);
|
||||||
|
|
||||||
|
transform.position = new Vector3(playerObject.transform.position.x, newY, transform.position.z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
Loading…
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Reference in New Issue
Block a user