fix: jump issues (#36)

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M VINCENT PETT 2025-02-03 16:30:19 +01:00 committed by GitHub
parent c6be884024
commit af64c2e0f4
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@ -5,44 +5,40 @@ public class PlayerScript : MonoBehaviour
{
public Rigidbody2D rigidBody;
public GameObject playerObject;
public ParticleSystem particle;
private bool wantsToJump = false;
public bool isColliding = true;
public AudioSource audioSource;
private bool hasStarted = false;
private bool canJump = true;
public void Start()
{
var mainModule = particle.main;
mainModule.simulationSpace = ParticleSystemSimulationSpace.World;
particle.transform.parent = null;
Invoke(nameof(EnableInput), 0.1f);
}
private void EnableInput()
{
hasStarted = true;
}
public void Update()
{
transform.position += Time.deltaTime * 8.6f * Vector3.right;
rigidBody.linearVelocity = new Vector2(8.6f, rigidBody.linearVelocity.y);
if (Input.GetKey(KeyCode.Space))
if (hasStarted && isColliding && Input.GetKey(KeyCode.Space) && canJump)
{
wantsToJump = true;
}
else
{
wantsToJump = false;
Jump();
}
if (!IsJumping())
{
AlignRotation();
if (wantsToJump)
{
Jump();
wantsToJump = false;
}
particle.gameObject.SetActive(true);
}
else
@ -88,13 +84,14 @@ public class PlayerScript : MonoBehaviour
public void OnCollisionEnter2D(Collision2D collision)
{
isColliding = true;
canJump = true;
if (collision.gameObject.tag == "Kill")
if (collision.gameObject.CompareTag("Kill"))
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
if (collision.gameObject.tag == "Win")
if (collision.gameObject.CompareTag("Win"))
{
SceneManager.LoadScene("HomeScene");
}