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ludumdare41/Assets/Scripts/Player.cs
T

125 lines
2.7 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Player : MonoBehaviour {
public enum Mode {
FIRE, ICE, WIND,
LAST
};
Animator animator;
Rigidbody2D rigidBody;
//movement
float speed;
Vector2 deltaForce;
Vector2 lastDirection = new Vector2(0, -1);
//attacking
bool isShooting;
float lastAttack = float.NegativeInfinity;
const float attackDelay = 0.5f;
Mode mode = Mode.FIRE;
public GameObject firePelletPrefab;
public GameObject icePelletPrefab;
public GameObject windPelletPrefab;
void Awake() {
animator = GetComponent<Animator> ();
rigidBody = GetComponent<Rigidbody2D> ();
speed = 0.79f;
}
void Update() {
HandleInput ();
}
void FixedUpdate() {
Move ();
Attack ();
SendAnimationInfo ();
}
void HandleInput() {
//determine the input from the player
float horizontal = Input.GetAxis ("Horizontal");
float vertical = Input.GetAxis ("Vertical");
deltaForce = new Vector2 (horizontal, vertical);
//calculate last direction
if (deltaForce != Vector2.zero) {
lastDirection = rigidBody.velocity;
}
//calculate if shooting
isShooting = Input.GetButton ("Attack");
if (Input.GetButtonDown("Switch")) {
mode += 1;
if (mode == Mode.LAST) {
mode = 0;
}
}
}
void Move() {
//determine how to move the character
rigidBody.velocity = Vector2.zero;
Vector2 impulse = deltaForce.normalized * speed;
rigidBody.AddForce (impulse, ForceMode2D.Impulse);
}
void Attack() {
if (Time.time - lastAttack > attackDelay && isShooting) {
lastAttack = Time.time;
GameObject pellet = null;
switch (mode) {
case Mode.FIRE:
pellet = Instantiate (firePelletPrefab);
break;
case Mode.ICE:
pellet = Instantiate (icePelletPrefab);
break;
case Mode.WIND:
pellet = Instantiate (windPelletPrefab);
break;
}
//HACK-ish
Vector2 distance = GetShootingPoint();
pellet.transform.position = new Vector2(transform.position.x + distance.x, transform.position.y + distance.y);
pellet.GetComponent<Rigidbody2D> ().velocity = Vector2.zero;
pellet.GetComponent<Rigidbody2D> ().AddForce (lastDirection.normalized * 2, ForceMode2D.Impulse);
}
if (!isShooting) {
lastAttack = float.NegativeInfinity;
}
}
void SendAnimationInfo() {
animator.SetFloat ("xSpeed", lastDirection.x);
animator.SetFloat ("ySpeed", lastDirection.y);
animator.SetBool ("isShooting", isShooting);
}
//utilities
Vector2 GetShootingPoint() {
Vector2 point = lastDirection.normalized;
if (Mathf.Abs (point.x) == Mathf.Abs (point.y)) {
point *= 0.26f; //diagonal
} else if (Mathf.Abs (point.x) < Mathf.Abs (point.y)) {
point *= 0.23f; //vertical
} else {
point *= 0.2f; //horizontal
}
return point;
}
}