diff --git a/Assets/Scenes/ClarinetScene.unity b/Assets/Scenes/ClarinetScene.unity index 942bbe1..309f63a 100644 --- a/Assets/Scenes/ClarinetScene.unity +++ b/Assets/Scenes/ClarinetScene.unity @@ -3876,6 +3876,11856 @@ Tilemap: m_GameObject: {fileID: 1600355026} m_Enabled: 1 m_Tiles: + - first: {x: -87, y: -57, z: 0} + second: + serializedVersion: 2 + m_TileIndex: 23 + m_TileSpriteIndex: 23 + m_TileMatrixIndex: 0 + m_TileColorIndex: 0 + m_TileObjectToInstantiateIndex: 65535 + dummyAlignment: 0 + m_AllTileFlags: 1073741825 + - first: {x: -86, y: -57, z: 0} + second: + serializedVersion: 2 + m_TileIndex: 23 + m_TileSpriteIndex: 23 + m_TileMatrixIndex: 0 + m_TileColorIndex: 0 + m_TileObjectToInstantiateIndex: 65535 + dummyAlignment: 0 + m_AllTileFlags: 1073741825 + - first: {x: -85, y: -57, z: 0} + second: + serializedVersion: 2 + m_TileIndex: 23 + m_TileSpriteIndex: 23 + m_TileMatrixIndex: 0 + m_TileColorIndex: 0 + m_TileObjectToInstantiateIndex: 65535 + dummyAlignment: 0 + m_AllTileFlags: 1073741825 + - 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m_RefCount: 404 m_Data: {fileID: 233751764, guid: 4cb21af0a9075ef45b61c7e97d0162f4, type: 3} - - m_RefCount: 106 + - m_RefCount: 1291 m_Data: {fileID: 534927881, guid: 4cb21af0a9075ef45b61c7e97d0162f4, type: 3} - m_RefCount: 4 m_Data: {fileID: -260359440, guid: 4cb21af0a9075ef45b61c7e97d0162f4, type: 3} @@ -18752,7 +30602,7 @@ Tilemap: - m_RefCount: 1 m_Data: {fileID: 87564526, guid: 5d712e80103d05a418217f3452dcd570, type: 3} m_TileMatrixArray: - - m_RefCount: 1366 + - m_RefCount: 2551 m_Data: e00: 1 e01: 0 @@ -18789,13 +30639,13 @@ Tilemap: e32: 0 e33: 1 m_TileColorArray: - - m_RefCount: 1470 + - m_RefCount: 2655 m_Data: {r: 1, g: 1, b: 1, a: 1} m_TileObjectToInstantiateArray: [] m_AnimationFrameRate: 1 m_Color: {r: 1, g: 1, b: 1, a: 1} - m_Origin: {x: -102, y: -42, z: 0} - m_Size: {x: 124, y: 78, z: 1} + m_Origin: {x: -102, y: -57, z: 0} + m_Size: {x: 124, y: 93, z: 1} m_TileAnchor: {x: 0.5, y: 0.5, z: 0} m_TileOrientation: 0 m_TileOrientationMatrix: @@ -18890,11 +30740,7 @@ CompositeCollider2D: m_ColliderPaths: - m_Collider: {fileID: 1600355030} m_ColliderPaths: - - - X: -749670464 - Y: -420000000 - - X: -80000000 - Y: -420000000 - - X: -80000000 + - - X: -80000000 Y: 349894336 - X: -79670480 Y: 349894336 @@ -18913,13 +30759,9 @@ CompositeCollider2D: - X: -870000000 Y: -260000000 - X: -870000000 - Y: -420000000 - - X: -830295488 - Y: -420000000 - - X: -830295488 - Y: -420105696 - - X: -749670464 - Y: -420105696 + Y: -570000000 + - X: -80000000 + Y: -570000000 - - X: -490000000 Y: -410000000 - X: -490000000 @@ -19122,9 +30964,7 @@ CompositeCollider2D: Y: 190000000 m_CompositePaths: m_Paths: - - - {x: -74.96705, y: -42} - - {x: -8, y: -42} - - {x: -8, y: 34.989433} + - - {x: -8, y: 34.989433} - {x: -7.967048, y: 34.989433} - {x: -7.967048, y: 36.051933} - {x: -87.02955, y: 36.051933} @@ -19133,10 +30973,8 @@ CompositeCollider2D: - {x: -87, y: -25.875} - {x: -86.875, y: -26} - {x: -87, y: -26} - - {x: -87, y: -42} - - {x: -83.02955, y: -42} - - {x: -83.02955, y: -42.01057} - - {x: -74.96705, y: -42.01057} + - {x: -87, y: -57} + - {x: -8, y: -57} - - {x: -49, y: -41} - {x: -49, y: -23} - {x: -63, y: -23} diff --git a/Assets/Scripts/PlayerBehavior.cs b/Assets/Scripts/PlayerBehavior.cs index 039a64a..a2ad9ff 100644 --- a/Assets/Scripts/PlayerBehavior.cs +++ b/Assets/Scripts/PlayerBehavior.cs @@ -20,12 +20,12 @@ public class PlayerBehavior : MonoBehaviour [Header("Clarinet:")] bool unlockedClarinet; [SerializeField] private float dashMult = 2; - [SerializeField] private float maxDashTime = 5.0f; + [SerializeField] private float maxDashTime = 2.0f; [SerializeField] private float dashStopSpeed = 0.01f; private float currentDashTime; public bool isDash = false; - public Vector2 moveDirection; - public float dashDistance = 5; + public Vector3 moveDirection; + public float dashDistance = 0.1f; [Header("Grappling:")] [SerializeField] public Tutorial_GrapplingGun grapplingGun; @@ -104,17 +104,17 @@ public class PlayerBehavior : MonoBehaviour currentDashTime = 0.0f; playerInput.DeactivateInput(); } - if (!playerController.IsGrounded() && (currentDashTime < maxDashTime)) + if (!playerController.IsGrounded() && (currentDashTime < maxDashTime) && isDash) { if(forward == 1) { - moveDirection = transform.right * dashDistance; + moveDirection = new Vector3(1f,-1f,0f) * dashDistance; } else { - moveDirection = -(transform.right) * dashDistance; + moveDirection = new Vector3(-1f,-1f,0f) * dashDistance; } - //_rb.AddForce(dashSpeed, ForceMode2D.Force); + transform.position = transform.position + moveDirection; currentDashTime += dashStopSpeed; print("cdt " + currentDashTime); } diff --git a/Assets/Scripts/PlayerController.cs b/Assets/Scripts/PlayerController.cs index 39f34a6..b147365 100644 --- a/Assets/Scripts/PlayerController.cs +++ b/Assets/Scripts/PlayerController.cs @@ -110,240 +110,224 @@ public class PlayerMovement : MonoBehaviour private void Update() { - isDashing = playerBehavior.isDash; - if(isDashing) + unlockedTrumpet = stateController.unlockedTrumpet; + #region TIMERS + LastOnGroundTime -= Time.deltaTime; + LastOnWallTime -= Time.deltaTime; + LastOnWallRightTime -= Time.deltaTime; + LastOnWallLeftTime -= Time.deltaTime; + + LastPressedJumpTime -= Time.deltaTime; + #endregion + + #region INPUT HANDLER + + if (_moveInput.x != 0) + CheckDirectionToFace(_moveInput.x > 0); + #endregion + + // if (!IsJumping) + // { + // print("not jumping"); + // } + // else + // { + // print("jumping, " + RB.velocity.y); + // } + + #region COLLISION CHECKS + if (!IsJumping) { - FreezeControl(); - } - else{ - - if(isFrozen) + //Ground Check + if (IsGrounded()) //checks if set box overlaps with ground { - Data.gravityStrength = tempGrav; - Data.fallGravityMult = tempFall; - isFrozen = false; - } - - unlockedTrumpet = stateController.unlockedTrumpet; - #region TIMERS - LastOnGroundTime -= Time.deltaTime; - LastOnWallTime -= Time.deltaTime; - LastOnWallRightTime -= Time.deltaTime; - LastOnWallLeftTime -= Time.deltaTime; - - LastPressedJumpTime -= Time.deltaTime; - #endregion - - #region INPUT HANDLER - - if (_moveInput.x != 0) - CheckDirectionToFace(_moveInput.x > 0); - #endregion - - // if (!IsJumping) - // { - // print("not jumping"); - // } - // else - // { - // print("jumping, " + RB.velocity.y); - // } - - #region COLLISION CHECKS - if (!IsJumping) - { - //Ground Check - if (IsGrounded()) //checks if set box overlaps with ground - { - LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime - if (unlockedTrumpet) { - trumpet = 2; + LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime + if (unlockedTrumpet) { + trumpet = 2; + gameUI.ToggleTrumpet(true); + } else { + trumpet = -1; + } + wasGrappling = false; + isRegFalling = false; + } else { + // print("not jumping"); + if(!_isJumpFalling && !isRegFalling) { + if(unlockedTrumpet) { + trumpet = 1; gameUI.ToggleTrumpet(true); } else { trumpet = -1; } - wasGrappling = false; - isRegFalling = false; - } else { - // print("not jumping"); - if(!_isJumpFalling && !isRegFalling) { - if(unlockedTrumpet) { - trumpet = 1; - gameUI.ToggleTrumpet(true); - } else { - trumpet = -1; - } - isRegFalling = true; - } - } - - //Right Wall Check - if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight) - || (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)) && !IsWallJumping) - LastOnWallRightTime = Data.coyoteTime; - - //Right Wall Check - if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight) - || (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)) && !IsWallJumping) - LastOnWallLeftTime = Data.coyoteTime; - - //Two checks needed for both left and right walls since whenever the play turns the wall checkPoints swap sides - LastOnWallTime = Mathf.Max(LastOnWallLeftTime, LastOnWallRightTime); - } - #endregion - - #region JUMP CHECKS - if (IsJumping && RB.velocity.y <= 0) - { - IsJumping = false; - // print("isJumping " + IsJumping); - - if (!IsWallJumping) - _isJumpFalling = true; - } - - if (IsWallJumping && Time.time - _wallJumpStartTime > Data.wallJumpTime) - { - IsWallJumping = false; - } - - if (LastOnGroundTime > 0 && !IsJumping && !IsWallJumping) - { - _isJumpCut = false; - - if (!IsJumping) - _isJumpFalling = false; - } - - //Jump - if (CanJump() && LastPressedJumpTime > 0) - { - IsJumping = true; - IsWallJumping = false; - _isJumpCut = false; - _isJumpFalling = false; - Jump(); - - if (!IsGrounded() && in_range && trumpet > 0) - { - gameObject.transform.Find("Trumpet").GetComponent().Play(); - enemy.GetComponent().DefeatEnemy(); - enemy = null; - in_range = false; - } - else if (!IsGrounded() && !in_range && trumpet > 0) - { - trumpet -= 1; - } - // check if double jump, play sound - if (trumpet == 0) { - gameObject.transform.Find("Trumpet").GetComponent().Play(); + isRegFalling = true; } } - // stop sound if needed - if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling)) { - print("footsteps stop"); - audioSource.Stop(); - soundPlaying = false; - } + //Right Wall Check + if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight) + || (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight)) && !IsWallJumping) + LastOnWallRightTime = Data.coyoteTime; - //WALL JUMP - // else if (CanWallJump() && LastPressedJumpTime > 0) - // { - // IsWallJumping = true; - // IsJumping = false; - // _isJumpCut = false; - // _isJumpFalling = false; - // _wallJumpStartTime = Time.time; - // _lastWallJumpDir = (LastOnWallRightTime > 0) ? -1 : 1; - // - // WallJump(_lastWallJumpDir); - // } - #endregion + //Right Wall Check + if (((Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && !IsFacingRight) + || (Physics2D.OverlapBox(this.transform.position, _wallCheckSize, 0, _groundLayer) && IsFacingRight)) && !IsWallJumping) + LastOnWallLeftTime = Data.coyoteTime; - #region GRAPPLE CHECKS - // set wasGrappling to true if the player starts grappling - if (grapplingRope.isGrappling) { - wasGrappling = true; - } - #endregion - - - #region SLIDE CHECKS - if (CanSlide() && ((LastOnWallLeftTime > 0 && _moveInput.x < 0) || (LastOnWallRightTime > 0 && _moveInput.x > 0))) - IsSliding = true; - else - IsSliding = false; - #endregion - - #region GRAVITY - //Higher gravity if we've released the jump input or are falling - if (IsSliding) - { - SetGravityScale(0); - } - else if (RB.velocity.y < 0 && _moveInput.y < 0) - { - //Much higher gravity if holding down - SetGravityScale(Data.gravityScale * Data.fastFallGravityMult); - //Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds - RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFastFallSpeed)); - } - else if (_isJumpCut) - { - //Higher gravity if jump button released - SetGravityScale(Data.gravityScale * Data.jumpCutGravityMult); - RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed)); - } - else if ((IsJumping || IsWallJumping || _isJumpFalling) && Mathf.Abs(RB.velocity.y) < Data.jumpHangTimeThreshold) - { - SetGravityScale(Data.gravityScale * Data.jumpHangGravityMult); - } - else if (RB.velocity.y < 0) - { - //Higher gravity if falling - SetGravityScale(Data.gravityScale * Data.fallGravityMult); - //Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds - RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed)); - } - else - { - //Default gravity if standing on a platform or moving upwards - SetGravityScale(Data.gravityScale); - } - #endregion - - #region SOUND CHECKS - if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0) { - if (!soundPlaying) { - // print("footsteps PLAY"); - audioSource.Play(); - soundPlaying = true; - } - } else if (soundPlaying && audioSource.clip.name == "footsteps") { - // print("footsteps stop"); - audioSource.Stop(); - soundPlaying = false; - } - #endregion - - #region UPDATE UI - if (trumpet == 0) { - gameUI.ToggleTrumpet(false); - } - /*if (isDashing) - { - gameUI.ToggleClarinet(false); - print("toggle clarinet false?"); - }*/ - #endregion + //Two checks needed for both left and right walls since whenever the play turns the wall checkPoints swap sides + LastOnWallTime = Mathf.Max(LastOnWallLeftTime, LastOnWallRightTime); } + #endregion + + #region JUMP CHECKS + if (IsJumping && RB.velocity.y <= 0) + { + IsJumping = false; + // print("isJumping " + IsJumping); + + if (!IsWallJumping) + _isJumpFalling = true; + } + + if (IsWallJumping && Time.time - _wallJumpStartTime > Data.wallJumpTime) + { + IsWallJumping = false; + } + + if (LastOnGroundTime > 0 && !IsJumping && !IsWallJumping) + { + _isJumpCut = false; + + if (!IsJumping) + _isJumpFalling = false; + } + + //Jump + if (CanJump() && LastPressedJumpTime > 0) + { + IsJumping = true; + IsWallJumping = false; + _isJumpCut = false; + _isJumpFalling = false; + Jump(); + + if (!IsGrounded() && in_range && trumpet > 0) + { + gameObject.transform.Find("Trumpet").GetComponent().Play(); + enemy.GetComponent().DefeatEnemy(); + enemy = null; + in_range = false; + } + else if (!IsGrounded() && !in_range && trumpet > 0) + { + trumpet -= 1; + } + // check if double jump, play sound + if (trumpet == 0) { + gameObject.transform.Find("Trumpet").GetComponent().Play(); + } + } + + // stop sound if needed + if (soundPlaying && (isRegFalling || IsJumping || _isJumpFalling)) { + print("footsteps stop"); + audioSource.Stop(); + soundPlaying = false; + } + + //WALL JUMP + // else if (CanWallJump() && LastPressedJumpTime > 0) + // { + // IsWallJumping = true; + // IsJumping = false; + // _isJumpCut = false; + // _isJumpFalling = false; + // _wallJumpStartTime = Time.time; + // _lastWallJumpDir = (LastOnWallRightTime > 0) ? -1 : 1; + // + // WallJump(_lastWallJumpDir); + // } + #endregion + + #region GRAPPLE CHECKS + // set wasGrappling to true if the player starts grappling + if (grapplingRope.isGrappling) { + wasGrappling = true; + } + #endregion + + + #region SLIDE CHECKS + if (CanSlide() && ((LastOnWallLeftTime > 0 && _moveInput.x < 0) || (LastOnWallRightTime > 0 && _moveInput.x > 0))) + IsSliding = true; + else + IsSliding = false; + #endregion + + #region GRAVITY + //Higher gravity if we've released the jump input or are falling + if (IsSliding) + { + SetGravityScale(0); + } + else if (RB.velocity.y < 0 && _moveInput.y < 0) + { + //Much higher gravity if holding down + SetGravityScale(Data.gravityScale * Data.fastFallGravityMult); + //Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds + RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFastFallSpeed)); + } + else if (_isJumpCut) + { + //Higher gravity if jump button released + SetGravityScale(Data.gravityScale * Data.jumpCutGravityMult); + RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed)); + } + else if ((IsJumping || IsWallJumping || _isJumpFalling) && Mathf.Abs(RB.velocity.y) < Data.jumpHangTimeThreshold) + { + SetGravityScale(Data.gravityScale * Data.jumpHangGravityMult); + } + else if (RB.velocity.y < 0) + { + //Higher gravity if falling + SetGravityScale(Data.gravityScale * Data.fallGravityMult); + //Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds + RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed)); + } + else + { + //Default gravity if standing on a platform or moving upwards + SetGravityScale(Data.gravityScale); + } + #endregion + + #region SOUND CHECKS + if (!IsJumping && !_isJumpFalling && !isRegFalling && _moveInput.x != 0) { + if (!soundPlaying) { + // print("footsteps PLAY"); + audioSource.Play(); + soundPlaying = true; + } + } else if (soundPlaying && audioSource.clip.name == "footsteps") { + // print("footsteps stop"); + audioSource.Stop(); + soundPlaying = false; + } + #endregion + + #region UPDATE UI + if (trumpet == 0) { + gameUI.ToggleTrumpet(false); + } + /*if (isDashing) + { + gameUI.ToggleClarinet(false); + print("toggle clarinet false?"); + }*/ + #endregion } private void FixedUpdate() { - if(!isDashing){ //Handle Run if (IsWallJumping) Run(Data.wallJumpRunLerp); @@ -353,21 +337,6 @@ public class PlayerMovement : MonoBehaviour //Handle Slide if (IsSliding) Slide(); - } - } - - void FreezeControl() - { - if(!isFrozen) - { - tempGrav = Data.gravityStrength; - tempFall = Data.fallGravityMult; - } - - Data.gravityStrength = 0; - Data.fallGravityMult = 0; - - isFrozen = true; } #region INPUT CALLBACKS