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	fix: improve Ship
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							| @@ -7,9 +7,9 @@ public class ShipGameMode : IGameMode | ||||
|     private const float HorizontalSpeed = 8.6f; | ||||
|     private const float JumpForce = 26.6581f; | ||||
|     private const KeyCode JumpKey = KeyCode.Space; | ||||
|     private const float UpperAngle = 45f; | ||||
|     private const float LowerAngle = -45f; | ||||
|     private const float RotationTransitionDuration = 0.5f; | ||||
|     private const float MaxAscentAngle = 45f; | ||||
|     private const float MaxDescentAngle = -45f; | ||||
|     private const float RotationSpeed = 360f; | ||||
|  | ||||
|     public void Update(Player player) | ||||
|     { | ||||
| @@ -20,26 +20,28 @@ public class ShipGameMode : IGameMode | ||||
|         if (jumpPressed) | ||||
|         { | ||||
|             Jump(player); | ||||
|         } | ||||
|  | ||||
|             if (Input.GetKeyDown(JumpKey)) | ||||
|             { | ||||
|                 player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle); | ||||
|             } | ||||
|             else | ||||
|             { | ||||
|                 player.Transform.rotation = Quaternion.Euler(0, 0, UpperAngle); | ||||
|             } | ||||
|         float targetAngle; | ||||
|         if (player.RigidBody.linearVelocity.y > 0.1f) | ||||
|         { | ||||
|             float velocityLerp = Mathf.Clamp01(player.RigidBody.linearVelocity.y / JumpForce); | ||||
|             targetAngle = Mathf.Lerp(0f, MaxAscentAngle, velocityLerp); | ||||
|         } | ||||
|         else if (player.RigidBody.linearVelocity.y < -0.1f) | ||||
|         { | ||||
|             float velocityLerp = Mathf.Clamp01(Mathf.Abs(player.RigidBody.linearVelocity.y) / 20f); | ||||
|             targetAngle = Mathf.Lerp(0f, MaxDescentAngle, velocityLerp); | ||||
|         } | ||||
|         else | ||||
|         { | ||||
|             float currentAngle = GetCurrentZAngle(player); | ||||
|  | ||||
|             float t = Mathf.Clamp01(Time.deltaTime / RotationTransitionDuration); | ||||
|             float interpolationFactor = Mathf.Sin(t * (Mathf.PI / 2)); | ||||
|             float newAngle = Mathf.Lerp(currentAngle, LowerAngle, interpolationFactor); | ||||
|             player.Transform.rotation = Quaternion.Euler(0, 0, newAngle); | ||||
|             targetAngle = 0f; | ||||
|         } | ||||
|  | ||||
|         float currentAngle = GetCurrentZAngle(player); | ||||
|         float newAngle = Mathf.MoveTowardsAngle(currentAngle, targetAngle, RotationSpeed * Time.deltaTime); | ||||
|         player.Transform.rotation = Quaternion.Euler(0, 0, newAngle); | ||||
|  | ||||
|         if (player.Particle.gameObject.activeSelf) | ||||
|         { | ||||
|             player.Particle.gameObject.SetActive(false); | ||||
| @@ -58,19 +60,21 @@ public class ShipGameMode : IGameMode | ||||
|  | ||||
|     public void Jump(Player player) | ||||
|     { | ||||
|         player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0); | ||||
|         player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse); | ||||
|         if (player.LevelsLoader != null) | ||||
|         if (player.RigidBody.linearVelocity.y <= 0.1f) | ||||
|         { | ||||
|             player.LevelsLoader.IncreaseTotalJumps(); | ||||
|             player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0); | ||||
|             player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse); | ||||
|             if (player.LevelsLoader != null) | ||||
|             { | ||||
|                 player.LevelsLoader.IncreaseTotalJumps(); | ||||
|             } | ||||
|         } | ||||
|     } | ||||
|  | ||||
|     public void OnCollisionEnter(Player player, Collision2D collision) | ||||
|     { | ||||
|         float currentAngle = GetCurrentZAngle(player); | ||||
|         float shortestAngle = Mathf.DeltaAngle(currentAngle, 0); | ||||
|         player.Transform.rotation = Quaternion.RotateTowards(player.Transform.rotation, Quaternion.Euler(0, 0, 0), Mathf.Abs(shortestAngle)); | ||||
|         float snappedAngle = 0f; | ||||
|         player.Transform.rotation = Quaternion.Euler(0, 0, snappedAngle); | ||||
|     } | ||||
|  | ||||
|     public void OnCollisionExit(Player player, Collision2D collision) | ||||
|   | ||||
							
								
								
									
										
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