Created Platformer example game

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RochesterX
2025-01-10 16:14:33 -05:00
parent afaf1767cb
commit 3064bf4e34
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using System.Collections.Generic;
using UnityEngine;
public class PlatformerCameraMovement : MonoBehaviour
{
public List<GameObject> players;
private Vector3 start;
private Vector3 target;
public float weight;
public float speed;
private void Start()
{
start = transform.position;
}
private void Update()
{
Vector3 playerAverage = Vector3.zero;
foreach (GameObject player in players)
{
playerAverage += player.transform.position;
}
playerAverage /= players.Count;
target = start * weight + playerAverage * (1 - weight);
transform.position = Vector3.Lerp(transform.position, target, speed * Time.deltaTime);
transform.position = new Vector3(transform.position.x, transform.position.y, -10);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.InputSystem;
public class PlayerMovement : MonoBehaviour
{
public string player;
[Header("Ground Layers")]
public LayerMask ground;
[Header("Movement")]
public float walkSpeed;
public float virtualAxisX;
public float virtualButtonJump;
public float virtualButtonJumpLastFrame;
public float turnaroundMultiplier = 2;
public float walkSmooth;
public float secondsToFullSpeed;
public float jumpSpeed;
public float coyoteTime;
public float jumpLenience;
public float timeUnableToBeDeclaredNotJumping = 0.1f;
public float groundCheckDistance;
private Rigidbody2D body;
private BoxCollider2D collide;
private Vector2 spawnPosition;
private bool jumpInputStillValid = false;
private float lastTimeJumpPressed;
private bool canBeDeclaredNotJumping = true;
private bool jumpPhysics;
private bool jumping;
private float lastTimeOnGround;
private Vector3 positionLastFrame;
void Start()
{
spawnPosition = transform.position;
body = GetComponent<Rigidbody2D>();
collide = GetComponent<BoxCollider2D>();
}
private void Update()
{
Jump();
UpdateVirtualAxis();
}
private void FixedUpdate()
{
JumpPhysics();
HorizontalMovement();
Land();
}
private void Land()
{
if (body.linearVelocity.y >= 0f) return;
if (IsPhysicallyGrounded())
{
if (canBeDeclaredNotJumping)
{
jumping = false;
}
}
}
private void Jump()
{
if (virtualButtonJumpLastFrame == 1f)
{
jumpInputStillValid = true;
lastTimeJumpPressed = Time.time;
}
bool isBasicallyGrounded = IsBasicallyGrounded();
if ((virtualButtonJumpLastFrame == 1f && isBasicallyGrounded && jumping == false) // Coyote Jump: Must have jump pressed this frame and be grounded in last time frame and not be actually jumping.
|| (jumpInputStillValid && Time.time - lastTimeJumpPressed <= jumpLenience && IsPhysicallyGrounded())) // Buffered Jump: Must have pressed jump in the last time frame and be jumping
{
jumpPhysics = true;
jumping = true;
jumpInputStillValid = false;
StartCoroutine(NotJumpingDelay());
}
}
private void JumpPhysics()
{
if (jumpPhysics)
{
if (body.linearVelocity.y < 0 || !IsPhysicallyGrounded()) body.linearVelocity = new Vector2(body.linearVelocity.x, 0);
body.AddForce(Vector2.up * jumpSpeed, ForceMode2D.Impulse);
jumpPhysics = false;
}
if (!IsPhysicallyGrounded() && !(virtualButtonJump == 1f))
body.AddForce(Vector2.down * jumpSpeed);
}
private IEnumerator NotJumpingDelay()
{
canBeDeclaredNotJumping = false;
yield return new WaitUntil(() => !IsBasicallyGrounded());
canBeDeclaredNotJumping = true;
}
private void HorizontalMovement()
{
body.linearVelocity = new Vector2(virtualAxisX * walkSpeed, body.linearVelocity.y);
if (transform.position == positionLastFrame && (InputSystem.actions.FindAction($"Player {player} Move").ReadValue<Vector2>().x == 0))
{
virtualAxisX = 0;
}
positionLastFrame = transform.position;
}
private void UpdateVirtualAxis()
{
// From https://discussions.unity.com/t/manually-smooth-input-getaxisraw/225141/4
float basicallyRawAxis = InputSystem.actions.FindAction($"Player {player} Move").ReadValue<Vector2>().x;
float sensitivity = 3;
float gravity = 3;
float time = Time.deltaTime;
if (basicallyRawAxis != 0)
{
virtualAxisX = Mathf.Clamp(virtualAxisX + basicallyRawAxis * sensitivity * time * turnaroundMultiplier, -1f, 1f);
}
else
{
virtualAxisX = Mathf.Clamp01(Mathf.Abs(virtualAxisX) - gravity * time) * Mathf.Sign(virtualAxisX);
}
if ((basicallyRawAxis > 0f && virtualAxisX < 0f) || (basicallyRawAxis < 0f && virtualAxisX > 0f))
{
turnaroundMultiplier = 2;
}
else
{
turnaroundMultiplier = 1;
}
virtualButtonJump = InputSystem.actions.FindAction($"Player {player} Action").ReadValue<float>();
virtualButtonJumpLastFrame = InputSystem.actions.FindAction($"Player {player} Action").WasPressedThisFrame() ? 1 : 0;
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Platformer Hazard"))
{
Respawn();
}
}
private void Respawn()
{
transform.position = spawnPosition;
body.linearVelocity = Vector2.zero;
}
public bool IsBasicallyGrounded()
{
if (IsPhysicallyGrounded())
{
lastTimeOnGround = Time.time;
}
if (Time.time - lastTimeOnGround < coyoteTime)
{
return true;
}
return false;
}
public bool IsPhysicallyGrounded()
{
RaycastHit2D leftCheck = Physics2D.Raycast(GetPointInBoxCollider(collide, -1, -1), Vector2.down, groundCheckDistance, ground);
RaycastHit2D rightCheck = Physics2D.Raycast(GetPointInBoxCollider(collide, 1, -1), Vector2.down, groundCheckDistance, ground);
RaycastHit2D midCheck = Physics2D.Raycast(GetPointInBoxCollider(collide, 0, -1), Vector2.down, groundCheckDistance, ground);
if (leftCheck || rightCheck || midCheck)
{
return true;
}
return false;
}
public Vector2 GetPointInBoxCollider(BoxCollider2D boxCollider2D, float horizontal, float vertical)
{
return new Vector2
(
boxCollider2D.bounds.center.x + (horizontal * boxCollider2D.bounds.extents.x),
boxCollider2D.bounds.center.y + (vertical * boxCollider2D.bounds.extents.y)
);
}
}

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