Commit 460b6859 authored by Eby Komenan's avatar Eby Komenan

Merge branch 'master' of https://git.gmu.edu/gadig/Birb into slowHazard

parents 7eb30a45 4b6bd843
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...@@ -66,6 +66,7 @@ public class Dash : AbstractBehavior { ...@@ -66,6 +66,7 @@ public class Dash : AbstractBehavior {
distTraveled /= samples; distTraveled /= samples;
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} }
......
...@@ -8,7 +8,8 @@ public class BaseEnemy : MonoBehaviour { ...@@ -8,7 +8,8 @@ public class BaseEnemy : MonoBehaviour {
public float speed = 2f; public float speed = 2f;
public float maxMoveDistance = 5f; public float maxMoveDistance = 5f;
protected float moveDistanceLeft; protected float moveDistanceLeft;
Rigidbody2D body; public Rigidbody2D body;
protected SpriteRenderer sr;
protected float startMoveTime; protected float startMoveTime;
public Transform rightCollisionPos; public Transform rightCollisionPos;
......
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class JumpEnemy : BaseEnemy
{
public float jumpHeight = 5f;
private Vector2 gravity;
public bool onGround = false;
public bool isJumping = false;
public float jumpIntervalTime = 5f; //Time it takes after enemy lands and before it jumps again
// Use this for initialization
void Start()
{
// rightCollisionPos = body.transform;
body = GetComponent<Rigidbody2D>();
gravity = Physics2D.gravity;
}
// Update is called once per frame
void Update()
{
if (onGround && !isJumping)
{
isJumping = true;
StartCoroutine("Jump");
}
}
IEnumerator Jump()
{
yield return new WaitForSeconds(jumpIntervalTime);
float verticalVelocity;
verticalVelocity = Mathf.Sqrt(2 * -gravity.y * jumpHeight);
if(onGround)
body.velocity = new Vector2(body.velocity.x, verticalVelocity);
yield return new WaitForSeconds(0.1f);
isJumping = false;
}
void OnCollisionStay2D(Collision2D collision)
{
onGround = false;
foreach (ContactPoint2D contact in collision.contacts)
{
Vector2 normal = contact.normal;
if (normal == Vector2.up)
{
onGround = true;
}
}
}
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{
onGround = false;
}
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Busing System.Collections; Busing System.Collections;
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Lunge_Attack.cs=@Lunge_Attack.cs,0
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...@@ -5,12 +5,15 @@ using UnityEngine; ...@@ -5,12 +5,15 @@ using UnityEngine;
public class Walk : AbstractBehavior { public class Walk : AbstractBehavior {
public float speed; public float speed;
private float airSpeed; private float airSpeed;
public float airAcceleration;
public float friction; private float groundSpeed;
public float wallClingTime; //time you will 'stick' to the wall after releasing slide button public float airAcceleration; //float from 0.0 to 1.0
public float groundAcceleration; //float from 0.0 to 1.0
public float wallClingTime; //time you will 'stick' to the wall after pressing the opposite direction
public float clingSpeed = 0.1f; public float clingSpeed = 0.1f;
public float realSpeed; //public float realSpeed;
public bool isWallSliding = false; public bool isWallSliding = false;
private int rightInt = 0; private int rightInt = 0;
...@@ -49,23 +52,34 @@ public class Walk : AbstractBehavior { ...@@ -49,23 +52,34 @@ public class Walk : AbstractBehavior {
if (collisionState.onGround) //movement on ground if (collisionState.onGround) //movement on ground
{ {
realSpeed = body.velocity.x; groundSpeed = body.velocity.x;
if (inputState.GetButtonValue(right) || inputState.GetButtonValue(left)) if (inputState.GetButtonValue(right) || inputState.GetButtonValue(left))
{ {
if (Mathf.Abs(groundSpeed) <= speed)
realSpeed = Mathf.Clamp(realSpeed + speed * (rightInt + leftInt), -speed, speed); groundSpeed = Mathf.Clamp(groundSpeed + groundAcceleration * speed * (rightInt + leftInt), -speed, speed);
} else
else {
if (groundSpeed != 0)
{
groundSpeed += (-1) * Mathf.Sign(groundSpeed) * groundAcceleration * speed;
if (Mathf.Abs(groundSpeed) < groundAcceleration * speed)
groundSpeed = 0;
}
}
}
else // ground deceleration while pressing nothing
{ {
if (realSpeed != 0) if (groundSpeed != 0)
{ {
realSpeed += (-1) * Mathf.Sign(realSpeed) * friction; groundSpeed += (-1) * Mathf.Sign(groundSpeed) * groundAcceleration * speed;
if (Mathf.Abs(realSpeed) < friction) if (Mathf.Abs(groundSpeed) < groundAcceleration * speed)
realSpeed = 0; groundSpeed = 0;
} }
} }
body.velocity = new Vector2(realSpeed, body.velocity.y);
} body.velocity = new Vector2(groundSpeed, body.velocity.y);
}
//in air and not sliding //in air and not sliding
else if (!collisionState.onWall || body.velocity.y > 0) { else if (!collisionState.onWall || body.velocity.y > 0) {
...@@ -75,13 +89,13 @@ public class Walk : AbstractBehavior { ...@@ -75,13 +89,13 @@ public class Walk : AbstractBehavior {
if (inputState.GetButtonValue(right) || inputState.GetButtonValue(left)) if (inputState.GetButtonValue(right) || inputState.GetButtonValue(left))
{ {
if(Mathf.Abs(airSpeed) <= speed) if(Mathf.Abs(airSpeed) <= speed)
airSpeed = Mathf.Clamp(airSpeed + airAcceleration * (rightInt + leftInt), -speed, speed); airSpeed = Mathf.Clamp(airSpeed + airAcceleration * speed * (rightInt + leftInt), -speed, speed);
else else
{ {
if (airSpeed != 0) if (airSpeed != 0)
{ {
airSpeed += (-1) * Mathf.Sign(airSpeed) * airAcceleration; airSpeed += (-1) * Mathf.Sign(airSpeed) * airAcceleration * speed;
if (Mathf.Abs(airSpeed) < airAcceleration) if (Mathf.Abs(airSpeed) < airAcceleration * speed)
airSpeed = 0; airSpeed = 0;
} }
} }
...@@ -90,8 +104,8 @@ public class Walk : AbstractBehavior { ...@@ -90,8 +104,8 @@ public class Walk : AbstractBehavior {
{ {
if (airSpeed != 0) if (airSpeed != 0)
{ {
airSpeed += (-1) * Mathf.Sign(airSpeed) * airAcceleration; airSpeed += (-1) * Mathf.Sign(airSpeed) * airAcceleration * speed;
if (Mathf.Abs(airSpeed) < airAcceleration) if (Mathf.Abs(airSpeed) < airAcceleration * speed)
airSpeed = 0; airSpeed = 0;
} }
}*/ }*/
......
 
Microsoft Visual Studio Solution File, Format Version 11.00 Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2010 # Visual Studio 2015
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Birb", "Assembly-CSharp.csproj", "{A490B848-188F-485C-9203-EFF824787523}" Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Birb", "Birb.csproj", "{0E1C9E80-2222-A473-1DED-289BBAAF06DC}"
EndProject EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Release|Any CPU = Release|Any CPU Release|Any CPU = Release|Any CPU
EndGlobalSection EndGlobalSection
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{A490B848-188F-485C-9203-EFF824787523}.Debug|Any CPU.Build.0 = Debug|Any CPU {0E1C9E80-2222-A473-1DED-289BBAAF06DC}.Debug|Any CPU.Build.0 = Debug|Any CPU
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GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
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GlobalSection(MonoDevelopProperties) = preSolution
StartupItem = Assembly-CSharp.csproj
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