forward momentum is different ascending vs descending

master
Jordan Orelli 4 years ago
parent 1acf3cd3e2
commit 5c32695498

File diff suppressed because it is too large Load Diff

@ -6,13 +6,14 @@ using UnityEngine;
[RequireComponent(typeof(BoxCollider2D))]
public class PlayerController : MonoBehaviour {
public float jumpHeight = 4f;
public float jumpHorizontalScaling = 1.50f;
public float timeToJumpApex = 0.4f;
public float moveSpeed = 6f;
public float maxFallSpeed = -20f;
public float timeToMaxRunSpeed = 0.15f;
public float timeToMaxAirmoveSpeed = 0.25f;
public float floatTime = 0.025f; // amount of time spent at max jump height before falling again
public float coyoteTime = 0.025f;
public float timeToMaxAirmoveSpeed = 0.025f;
public float floatTime = 0.05f; // amount of time spent at max jump height before falling again
public float coyoteTime = 0.1f;
// this has to be public to be readable by the display, which is a code
// smell.
@ -35,6 +36,9 @@ public class PlayerController : MonoBehaviour {
void Update() {
Vector2 input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
float targetX = input.x * moveSpeed;
if (Mathf.Abs(input.x) < 0.1) {
targetX = 0;
}
Vector3 initialVelocity = velocity;
if (moveController.collisions.above) {
@ -50,37 +54,119 @@ public class PlayerController : MonoBehaviour {
if (Input.GetButtonDown("Jump")) {
setJumpState(JumpState.Ascending);
velocity.y = jumpVelocity;
if (input.x >= 0.25f) {
velocity.x = moveSpeed*jumpHorizontalScaling;
} else if (input.x <= -0.25f) {
velocity.x = -moveSpeed*jumpHorizontalScaling;
} else {
velocity.x = 0f;
}
} else {
velocity.y = gravity * Time.deltaTime;
velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxRunSpeed);
}
velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxRunSpeed);
break;
// case JumpState.Ascending:
// velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
// velocity.y += gravity * Time.deltaTime;
// if (velocity.y < maxFallSpeed) {
// velocity.y = maxFallSpeed;
// }
// // if we were rising in the last frame but will be falling in this
// // frame, we should zero out the velocity to float instead.
// if (initialVelocity.y >= 0 && velocity.y <= 0) {
// velocity.y = 0;
// setJumpState(JumpState.Apex);
// }
// break;
case JumpState.Ascending:
// when ascending, you can alter your forward momentum, but you can't turn around.
case JumpState.Apex:
velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
float timeFloating = Time.time - jumpStateStart;
float floatTimeRemaining = floatTime - timeFloating;
if (floatTimeRemaining < 0) {
velocity.y += gravity * -floatTimeRemaining;
setJumpState(JumpState.Descending);
if (velocity.x >= 0) {
if (targetX >= 0) {
// continuing to move in your current direction is a boost
velocity.x = Mathf.SmoothDamp(velocity.x, targetX*jumpHorizontalScaling, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
} else {
// moving in the opposite direction can slow you down but
// not turn you around
velocity.x = Mathf.SmoothDamp(velocity.x, Mathf.Clamp(targetX, 0, velocity.x), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
}
} else {
if (targetX <= 0) {
// continuing to move in your current direction is a boost
velocity.x = Mathf.SmoothDamp(velocity.x, targetX*jumpHorizontalScaling, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
} else {
// moving in the opposite direction can slow you down but
// not turn you around
velocity.x = Mathf.SmoothDamp(velocity.x, Mathf.Clamp(targetX, velocity.x, 0), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
}
}
float n = (Time.time - jumpStateStart) / timeToJumpApex;
n = Mathf.Clamp(n, 0, 1);
if (Input.GetButtonDown("Jump") && n >= 0.75f) {
velocity.y = jumpVelocity;
if (input.x >= 0.25f) {
velocity.x = moveSpeed*jumpHorizontalScaling;
} else if (input.x <= -0.25f) {
velocity.x = -moveSpeed*jumpHorizontalScaling;
} else {
velocity.x = 0f;
}
setJumpState(JumpState.Ascending);
break;
}
if (Input.GetButton("Jump")) {
if (n < 0.4f) {
velocity.y = jumpVelocity;
} else {
velocity.y += gravity * Time.deltaTime * n * n;
}
} else {
velocity.y += gravity * Time.deltaTime;
}
// if we were rising in the last frame but will be falling in this
// frame, we should zero out the velocity to float instead.
if (initialVelocity.y >= 0 && velocity.y <= 0) {
velocity.y = 0;
setJumpState(JumpState.Apex);
}
break;
case JumpState.Apex:
if (Input.GetButtonDown("Jump")) {
velocity.y = jumpVelocity;
if (input.x >= 0.25f) {
velocity.x = moveSpeed*jumpHorizontalScaling;
} else if (input.x <= -0.25f) {
velocity.x = -moveSpeed*jumpHorizontalScaling;
} else {
velocity.x = 0f;
}
setJumpState(JumpState.Ascending);
} else {
// your horizontal motion at apex is constant throughout
// velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
float timeFloating = Time.time - jumpStateStart;
float floatTimeRemaining = floatTime - timeFloating;
if (floatTimeRemaining < 0) {
velocity.y += gravity * -floatTimeRemaining;
setJumpState(JumpState.Descending);
} else {
velocity.y = 0;
}
}
break;
case JumpState.Descending:
float n2 = (Time.time - jumpStateStart) / timeToJumpApex;
n2 = Mathf.Clamp(n2, 0, 1);
// horizontal travel is decreasing when descending, so that you
// always land vertically. Drag increases as you descend, so that it
// is 1 at the end of your descent.
float drag = n2*n2*moveSpeed;
if (velocity.x >= 0) {
velocity.x = Mathf.SmoothDamp(velocity.x, Mathf.Clamp(targetX-drag, 0, 1f), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
} else {
velocity.x = Mathf.SmoothDamp(velocity.x, Mathf.Clamp(targetX+drag, -1, 0), ref velocityXSmoothing, timeToMaxAirmoveSpeed);
}
velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
// fall speed is increasing when descending
velocity.y += gravity * Time.deltaTime * n2 * n2;
break;
case JumpState.CoyoteTime:
@ -92,20 +178,15 @@ public class PlayerController : MonoBehaviour {
float elapsedCoyoteTime = Time.time - jumpStateStart;
float coyoteTimeRemaining = coyoteTime - elapsedCoyoteTime;
if (coyoteTimeRemaining < 0) {
velocity.y += gravity * -coyoteTimeRemaining;
setJumpState(JumpState.Falling);
} else {
velocity.y = 0;
}
velocity.y += gravity * Time.deltaTime;
}
break;
default:
velocity.x = Mathf.SmoothDamp(velocity.x, targetX, ref velocityXSmoothing, timeToMaxAirmoveSpeed);
velocity.y += gravity * Time.deltaTime;
if (velocity.y < maxFallSpeed) {
velocity.y = maxFallSpeed;
}
// if we were rising in the last frame but will be falling in this
// frame, we should zero out the velocity to float instead.
@ -116,6 +197,10 @@ public class PlayerController : MonoBehaviour {
break;
}
if (velocity.y < maxFallSpeed) {
velocity.y = maxFallSpeed;
}
moveController.Move(velocity * Time.deltaTime);
if (jumpState == JumpState.Grounded && !moveController.isGrounded) {
setJumpState(JumpState.CoyoteTime);

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