change: Implemented the cymbals as a pogo mechanic for projectiles

This commit is contained in:
Nicholas Novak 2023-05-06 22:09:15 -07:00
parent e79f43de22
commit 8daa9cbfd6
4 changed files with 203 additions and 102 deletions

View File

@ -37,6 +37,10 @@ public class PlayerBehavior : MonoBehaviour
[Header("Cymbals:")]
private float cymbalActiveTime = 0f;
[SerializeField]
private float cymbalBounceForce = 10f;
[SerializeField]
private float cymbalHitboxRange = 1.2f;
[SerializeField] AudioSource cymbalAudio;
[Header("Grappling:")]
@ -57,7 +61,8 @@ public class PlayerBehavior : MonoBehaviour
AudioSource audioSource;
void Awake() {
void Awake()
{
// initialize
_rb = GetComponent<Rigidbody2D>();
@ -72,37 +77,46 @@ public class PlayerBehavior : MonoBehaviour
playerIsAlive = true;
}
void Start() {
void Start()
{
gameUI.UpdateInstrumentUI();
currentDash = dashTime;
}
void Update() {
if (playerIsAlive) {
if (this.cymbalActiveTime < 0) {
void Update()
{
if (playerIsAlive)
{
if (this.cymbalActiveTime < 0)
{
this.gameUI.ToggleCymbal(true);
}
this.cymbalActiveTime -= Time.deltaTime;
// throw tambourine
unlockedTambourine = StateController.Instance.HasTambourine();
if (playerInput.actions["ThrowTambourine"].WasPressedThisFrame()) {
if (playerInput.actions["ThrowTambourine"].WasPressedThisFrame())
{
ThrowTambourine();
}
// grapple
tambourine = GameObject.FindGameObjectWithTag("tambourine");
if (playerInput.actions["Grapple"].WasPressedThisFrame()) {
if (playerInput.actions["Grapple"].WasPressedThisFrame())
{
AttemptGrapple();
}
if (playerInput.actions["Grapple"].WasReleasedThisFrame() && grapplingRope.isGrappling) {
if (playerInput.actions["Grapple"].WasReleasedThisFrame() && grapplingRope.isGrappling)
{
LetGoOfGrapple();
}
// clarinet
unlockedClarinet = StateController.Instance.HasClarinet();
if (unlockedClarinet) {
if (playerInput.actions["ClarinetDive"].WasPressedThisFrame() && !isInWater && !playerController.IsGrounded() && !isDash) {
if (unlockedClarinet)
{
if (playerInput.actions["ClarinetDive"].WasPressedThisFrame() && !isInWater && !playerController.IsGrounded() && !isDash)
{
isDash = true;
this.gameUI.ToggleClarinet(false);
playerInput.DeactivateInput();
@ -110,8 +124,10 @@ public class PlayerBehavior : MonoBehaviour
clarinetAudio.Play();
}
if (!playerController.IsGrounded() && isDash && (currentDash < dashTime)) {
if (!forceAdded) {
if (!playerController.IsGrounded() && isDash && (currentDash < dashTime))
{
if (!forceAdded)
{
dashVec = new Vector2(0.5f * forward, -1f) * dashForce;
_rb.AddForce(dashVec, ForceMode2D.Impulse);
forceAdded = true;
@ -119,9 +135,11 @@ public class PlayerBehavior : MonoBehaviour
currentDash += Time.deltaTime;
}
else if ((currentDash >= dashTime)) {
else if ((currentDash >= dashTime))
{
// dash ends
if (!isInWater) {
if (!isInWater)
{
isDash = false;
this.gameUI.ToggleClarinet(true);
forceAdded = false;
@ -131,7 +149,8 @@ public class PlayerBehavior : MonoBehaviour
currentDash = 0.0f;
dashVec = Vector2.zero;
}
else {
else
{
isDash = false;
this.gameUI.ToggleClarinet(true);
forceAdded = false;
@ -141,14 +160,22 @@ public class PlayerBehavior : MonoBehaviour
}
}
if (StateController.Instance.HasCymbal()) {
if (this.playerInput.actions["CymbalCrash"].WasPressedThisFrame()) {
// Play the sound
this.gameUI.ToggleCymbal(false);
cymbalAudio.Play();
if (StateController.Instance.HasCymbal())
{
if (this.playerInput.actions["CymbalCrash"].WasPressedThisFrame())
{
if (this.HasProjectileInRange())
{
// Set the cymbal active for the equivalent of one second
this.cymbalActiveTime = 1;
this.gameUI.ToggleCymbal(false);
cymbalAudio.Play();
Vector2 curVel = this.playerController.RB.velocity;
this.playerController.RB.velocity = new Vector2(curVel.x, 0);
this.playerController.RB.AddForce(new Vector2(0, this.cymbalBounceForce), ForceMode2D.Impulse);
// Set the cymbal active for the equivalent of one second
this.cymbalActiveTime = 0.1f;
}
}
}
@ -156,28 +183,36 @@ public class PlayerBehavior : MonoBehaviour
}
}
void Animate() {
void Animate()
{
// start walking
if (playerInput.actions["Move"].WasPressedThisFrame()) {
if (playerInput.actions["Move"].WasPressedThisFrame())
{
animator.SetBool("Walking", true);
}
// return to idle animation
if (playerInput.actions["Move"].WasReleasedThisFrame()) {
if (playerInput.actions["Move"].WasReleasedThisFrame())
{
animator.SetBool("Walking", false);
}
}
void OnMove(InputValue value) {
if (playerIsAlive) {
void OnMove(InputValue value)
{
if (playerIsAlive)
{
_hInput = value.Get<Vector2>().x;
if (_hInput < 0) {
if (forward != -1) {
if (_hInput < 0)
{
if (forward != -1)
{
// if character hasnt already flipped
FlipRenderer();
}
forward = -1;
}
else if (_hInput > 0) {
else if (_hInput > 0)
{
if (forward != 1)
{ // if character hasnt already flipped
FlipRenderer();
@ -188,53 +223,68 @@ public class PlayerBehavior : MonoBehaviour
}
void FlipRenderer() {
void FlipRenderer()
{
GetComponent<SpriteRenderer>().flipX = !GetComponent<SpriteRenderer>().flipX;
}
void ThrowTambourine() {
if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling) {
void ThrowTambourine()
{
if (unlockedTambourine && hasTambourine && !grapplingRope.isGrappling)
{
launcher.ThrowTambourine(forward);
SetHasTambourine(false);
}
}
public void SetHasTambourine(bool state) {
public void SetHasTambourine(bool state)
{
hasTambourine = state;
gameUI.ToggleTambourine(state);
}
void AttemptGrapple() {
if (tambourine != null) { // grapple to tambourine
if (!grapplingRope.isGrappling && tambourine.GetComponent<TambourineBehavior>().pinned) {
void AttemptGrapple()
{
if (tambourine != null)
{ // grapple to tambourine
if (!grapplingRope.isGrappling && tambourine.GetComponent<TambourineBehavior>().pinned)
{
grapplingGun.GrappleToTambourine(tambourine);
grapplingRope.isGrappling = true;
}
}
else {
if (grappleSurface != null) {
else
{
if (grappleSurface != null)
{
grapplingGun.GrappleToSurface(grappleSurface.transform.position);
grapplingRope.isGrappling = true;
}
}
}
void LetGoOfGrapple() {
void LetGoOfGrapple()
{
bool currentlyPaused = StateController.Instance.isPaused;
if (grapplingRope.isGrappling && !currentlyPaused) {
if (tambourine != null) {
if (grapplingRope.isGrappling && !currentlyPaused)
{
if (tambourine != null)
{
tambourine.GetComponent<TambourineBehavior>().DestroySelf();
}
grapplingGun.ReleaseGrapple();
}
}
void Bounce() {
void Bounce()
{
Vector2 reflect;
if (Mathf.Abs(saveVelocity.y) < 1f && hasBounced) {
if (Mathf.Abs(saveVelocity.y) < 1f && hasBounced)
{
reflect = Vector2.zero;
}
else {
else
{
reflect = new Vector2(saveVelocity.x * reflectForce, -(saveVelocity.y) * reflectForce);
hasBounced = true;
}
@ -243,44 +293,73 @@ public class PlayerBehavior : MonoBehaviour
isDash = false;
}
void Water() {
if(isDash) {
void Water()
{
if (isDash)
{
saveVelocity = _rb.velocity / velocityCut;
if (isDash) {
if (isDash)
{
dashVec = new Vector2(1f * forward, -1f) * (dashForce / velocityCut);
_rb.AddForce(dashVec, ForceMode2D.Force);
}
}
else {
else
{
playerController.FloatGravity(waterGravity);
}
}
void OnTriggerEnter2D(Collider2D col) {
if (col.tag == "grappleSurface") {
bool HasProjectileInRange()
{
GameObject[] objs = GameObject.FindGameObjectsWithTag("Projectile");
foreach (GameObject proj in objs)
{
float distance = Vector2.Distance(proj.transform.position, this.transform.position);
Debug.Log($"Distance: {distance}");
if (distance <= this.cymbalHitboxRange)
{
Debug.Log("Yes");
return true;
}
}
Debug.Log("No");
return false;
}
void OnTriggerEnter2D(Collider2D col)
{
if (col.tag == "grappleSurface")
{
grappleSurface = col.gameObject;
}
else if (col.tag == "instaDeath") {
else if (col.tag == "instaDeath")
{
StartCoroutine(DestroyPlayer());
}
else if (col.tag == "spawnPoint") {
else if (col.tag == "spawnPoint")
{
StateController.Instance.spawnPoint.GetComponent<SpawnPointBehavior>().DeactivateSpawnPoint();
col.GetComponent<SpawnPointBehavior>().ActivateSpawnPoint();
}
else if (col.tag == "Trumpet") {
else if (col.tag == "Trumpet")
{
this.playerController.in_range = true;
this.playerController.enemy = col.transform.parent.gameObject;
}
else if (col.tag == "water") {
else if (col.tag == "water")
{
isInWater = true;
Water();
}
else if (col.tag == "bouncePad") {
else if (col.tag == "bouncePad")
{
// Assign the player's velocity to zero so that the player can
// bounce on the same jump pad
this.playerController.RB.velocity = Vector2.zero;
Bouncepad pad = col.GetComponent<Bouncepad>();
switch (pad.Direction()) {
switch (pad.Direction())
{
case Bouncepad.Facing.Left:
this.playerController.RB.AddForce(
new Vector2(-pad.bounceForce, pad.verticalModifier * pad.bounceForce),
@ -297,15 +376,19 @@ public class PlayerBehavior : MonoBehaviour
}
}
void OnTriggerExit2D(Collider2D col) {
if (col.tag == "grappleSurface") {
void OnTriggerExit2D(Collider2D col)
{
if (col.tag == "grappleSurface")
{
grappleSurface = null;
}
else if (col.tag == "Trumpet") {
else if (col.tag == "Trumpet")
{
this.playerController.in_range = false;
this.playerController.enemy = null;
}
else if (col.tag == "water") {
else if (col.tag == "water")
{
isInWater = false;
isDash = false;
hasBounced = false;
@ -315,45 +398,45 @@ public class PlayerBehavior : MonoBehaviour
}
}
void OnCollisionEnter2D(Collision2D collision) {
if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "ProjectileEnemy") {
if (collision.transform.position.y < transform.position.y) {
void OnCollisionEnter2D(Collision2D collision)
{
if (collision.gameObject.tag == "Enemy" || collision.gameObject.tag == "ProjectileEnemy")
{
if (collision.transform.position.y < transform.position.y)
{
_rb.AddForce(Vector2.up * 8, ForceMode2D.Impulse);
collision.gameObject.GetComponent<EnemyPatrol>().DefeatEnemy();
}
else {
else
{
StartCoroutine(DestroyPlayer());
}
}
else if (collision.gameObject.tag == "Projectile") {
Destroy(collision.gameObject);
if (this.cymbalActiveTime > 0) {
Vector2 projVel = collision.gameObject.GetComponent<Rigidbody2D>().velocity;
collision.gameObject.GetComponent<Rigidbody2D>().velocity =
new Vector2(
-projVel.x,
-projVel.y
);
}
else {
StartCoroutine(DestroyPlayer());
}
else if (collision.gameObject.tag == "Projectile")
{
StartCoroutine(DestroyPlayer());
}
//stupid stuff for claude's house
else if (collision.gameObject.tag == "SirJacques") {
else if (collision.gameObject.tag == "SirJacques")
{
Destroy(collision.gameObject);
}
else if (collision.gameObject.tag == "Door") {
else if (collision.gameObject.tag == "Door")
{
StateController.Instance.RespawnPlayer();
}
else if (collision.gameObject.tag == "bouncy") {
else if (collision.gameObject.tag == "bouncy")
{
Bounce();
}
}
IEnumerator DestroyPlayer() {
if (playerIsAlive) {
if (grapplingRope.isGrappling) {
IEnumerator DestroyPlayer()
{
if (playerIsAlive)
{
if (grapplingRope.isGrappling)
{
LetGoOfGrapple();
}
playerIsAlive = false;
@ -368,9 +451,12 @@ public class PlayerBehavior : MonoBehaviour
// destroy all tambourines
GameObject[] currentTambourines = GameObject.FindGameObjectsWithTag("tambourine");
if (currentTambourines != null) {
foreach (GameObject tambourine in currentTambourines) {
if (tambourine != null) {
if (currentTambourines != null)
{
foreach (GameObject tambourine in currentTambourines)
{
if (tambourine != null)
{
tambourine.GetComponent<TambourineBehavior>().DestroySelf();
}
}

View File

@ -2,21 +2,26 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProjectileBehavior : MonoBehaviour {
public class ProjectileBehavior : MonoBehaviour
{
public bool pinned = false;
public void Explode() {
public void Explode()
{
Destroy(this.gameObject);
}
public void Pin() {
public void Pin()
{
this.gameObject.GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
this.gameObject.GetComponent<BoxCollider2D>().enabled = false;
}
public void OnCollisionEnter2D(Collision2D col) {
if (col.gameObject.tag == "wall") {
public void OnCollisionEnter2D(Collision2D col)
{
if (col.gameObject.tag == "wall")
{
Explode();
}
}

View File

@ -2,23 +2,26 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ProjectileEnemy : MonoBehaviour {
public class ProjectileEnemy : MonoBehaviour
{
[SerializeField] GameObject projectile;
[SerializeField] GameObject firePoint;
[SerializeField] [Range(0.1f, 3f)] float fireSpeed;
[SerializeField][Range(0.1f, 3f)] float fireSpeed;
[SerializeField] float projectileSpeed;
// Start is called before the first frame update
void Start() {
void Start()
{
StartCoroutine(Fire());
}
IEnumerator Fire() {
yield return new WaitForSeconds(1/fireSpeed);
IEnumerator Fire()
{
yield return new WaitForSeconds(1 / fireSpeed);
GameObject newProjectile = Instantiate(projectile, firePoint.transform.position, firePoint.transform.rotation);
newProjectile.GetComponent<Rigidbody2D>().AddRelativeForce(new Vector2(projectileSpeed, 0));
newProjectile.transform.Rotate(new Vector3(0,0,-90));
newProjectile.transform.Rotate(new Vector3(0, 0, -90));
StartCoroutine(Fire());
}
}

View File

@ -41,12 +41,16 @@ public class StateController : MonoBehaviour
[Header("Unlocked Items")]
public UnlockedItems itemProgression = UnlockedItems.None;
public bool projectileInRange = false;
void Awake()
{
if (Instance == null)
{
Instance = this;
} else {
}
else
{
Destroy(this.gameObject);
return;
}
@ -54,7 +58,8 @@ public class StateController : MonoBehaviour
SceneManager.sceneLoaded += OnSceneLoaded;
}
void Start() {
void Start()
{
if (this.inDebugMode)
{
debugCanvas = GameObject.Find("DebugCanvas");
@ -180,7 +185,8 @@ public class StateController : MonoBehaviour
void TogglePauseMenu(bool showPauseMenu)
{
if (pauseMenuCanvas != null) {
if (pauseMenuCanvas != null)
{
pauseMenuCanvas.SetActive(showPauseMenu);
}
}
@ -198,7 +204,8 @@ public class StateController : MonoBehaviour
{
foreach (GameObject enemy in enemiesInScene)
{
if (enemy.GetComponent<EnemyPatrol>().isPlayingDefeatAnimation) {
if (enemy.GetComponent<EnemyPatrol>().isPlayingDefeatAnimation)
{
enemy.SetActive(false);
}
enemy.SetActive(true);