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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);