mirror of
https://github.com/boudji-ludwig-pett/cnam-geometry-dash.git
synced 2025-04-10 21:47:07 +02:00
79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
using UnityEngine;
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using UnityEngine.SceneManagement;
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public class NormalGameMode : IGameMode
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{
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private const float HorizontalSpeed = 8.6f;
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private const float JumpForce = 26.6581f;
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private const KeyCode JumpKey = KeyCode.Space;
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public void Update(Player player)
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{
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player.RigidBody.linearVelocity = new Vector2(HorizontalSpeed * player.SpeedMultiplier, player.RigidBody.linearVelocity.y);
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if (player.HasStarted && player.IsColliding && Input.GetKey(JumpKey) && player.CanJump)
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{
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Jump(player);
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}
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if (!IsJumping(player))
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{
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AlignRotation(player);
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player.Particle.gameObject.SetActive(true);
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}
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else
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{
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player.Particle.gameObject.SetActive(false);
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player.Transform.Rotate(Vector3.back * 360 * Time.deltaTime);
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}
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UpdateParticlePositionAndRotation(player);
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}
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private void Jump(Player player)
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{
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player.RigidBody.linearVelocity = new Vector2(player.RigidBody.linearVelocity.x, 0);
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player.RigidBody.AddForce(Vector2.up * JumpForce, ForceMode2D.Impulse);
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player.LevelsLoader.IncreaseTotalJumps();
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}
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private bool IsJumping(Player player)
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{
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return !player.IsColliding;
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}
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private void AlignRotation(Player player)
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{
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Vector3 rotation = player.Transform.rotation.eulerAngles;
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rotation.z = Mathf.Round(rotation.z / 90) * 90;
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player.Transform.rotation = Quaternion.Euler(rotation);
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}
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private void UpdateParticlePositionAndRotation(Player player)
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{
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player.Particle.transform.position = player.Transform.position + new Vector3(-0.19f, -0.64f, -10);
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player.Particle.transform.rotation = Quaternion.Euler(0, 0, 150.464f);
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}
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public void OnCollisionEnter(Player player, Collision2D collision)
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{
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player.IsColliding = true;
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player.CanJump = true;
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if (collision.gameObject.CompareTag("Kill"))
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{
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SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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}
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if (collision.gameObject.CompareTag("Win"))
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{
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SceneManager.LoadScene("SelectLevelScene");
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}
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}
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public void OnCollisionExit(Player player, Collision2D collision)
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{
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player.IsColliding = false;
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}
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}
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