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@JonathanYin
Created July 17, 2017 16:36
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using UnityEngine;
using System.Collections;
using System.Diagnostics;
public class RobotController : MonoBehaviour
{
//This will be our maximum speed as we will always be multiplying by 1
public static float maxSpeed = 9f;
//a boolean value to represent whether we are facing left or not
bool facingLeft = true;
//a value to represent our Animator
Animator anim;
// Use this for initialization
//to check ground and to have a jumpforce we can change in the editor
bool grounded;
public Transform groundCheck;
float groundRadius = 0.2f;
public LayerMask whatIsGround;
public float jumpForce = 450;
private Rigidbody myRigidbody;
private float canJump = 0f;
private void Starting()
{
this.myRigidbody = this.GetComponent<Rigidbody>();
}
void Start()
{
//set anim to our animator
anim = GetComponent<Animator>();
}
// Update is called once per frame (dependent on fps), FixedUpdate is used when dealing with Rigidbody (every fixed frame)
void FixedUpdate()
{
grounded = false;
//set our vSpeed
anim.SetFloat("vSpeed", this.GetComponent<Rigidbody2D>().velocity.y);
//set our grounded bool
grounded = Physics2D.OverlapCircle(groundCheck.position, groundRadius, whatIsGround);
//set ground in our Animator to match grounded
anim.SetBool("Ground", grounded);
float move = Input.GetAxis("Horizontal1");//Gives us of one if we are moving via the arrow keys
//move our Players rigidbody
this.GetComponent<Rigidbody2D>().velocity = new Vector3(move * maxSpeed, this.GetComponent<Rigidbody2D>().velocity.y);
//set our speed
anim.SetFloat("Speed", Mathf.Abs(move));
//if we are moving left but not facing left flip, and vice versa
if (move < 0 && !facingLeft)
{
Flip();
}
else if (move > 0 && facingLeft)
{
Flip();
}
if (grounded && Input.GetKeyDown(KeyCode.UpArrow) && Time.time > canJump)
{
this.GetComponent<Rigidbody2D>().AddForce(new Vector2(0, jumpForce));
anim.SetBool("Ground", false);
canJump = Time.time + 1.25f;
//grounded = false;
}
}
public virtual void ComputeVelocity()
{
}
void Update()
{
}
//flip if needed
void Flip()
{
facingLeft = !facingLeft;
Vector3 theScale = transform.localScale;
theScale.x *= -1;
transform.localScale = theScale;
}
}
@JonathanYin
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JonathanYin commented Jul 17, 2017

This script, which is attached to the first player, allows them to move via the "Horizontal1" axis defined in the Input Manager settings. Thus, they are able to move using the arrow keys, and the void Flip method allows the character to constantly face the direction in which they are moving.

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