Player movement tweaks, bugfxes; Docs

This commit is contained in:
RochesterX
2025-04-16 19:20:36 -04:00
parent 186811be42
commit 5dee952cad
432 changed files with 66953 additions and 481 deletions

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View File

@@ -2741,14 +2741,14 @@ MonoBehaviour:
m_Calls: []
m_text: "User gude in game\nMore comments on the code?\nReset confirmation\n#Player
Join screen update (clarify map select)\nSound effects in game\n#Player card
players\nKeep away map\n#Join screen titles\n#Implement music\n#Mountain music\nMake
city playable\nOne way platform mountain\nLeaderboard scaling city obstacle course\nGet
rid of placeholder start stop obstacle course\nPlatform friction\nFacing angle
not velocity-based\nDead player constant velocity\n\nDylan will do:\nFix Time
Left! text\nObstacle course end only works on correct gamemode\nObstacle course
end for mountain\nCorrect time limits for keep away maps\nRespawn after game
over (keep away)\n\nWill try to complete: \nObstacle course flag\nHealth bar
persists after death\n"
players\nKeep away map\n#Join screen titles\n#Implement music\n#Mountain music\n#Make
city playable\n#One way platform mountain\nLeaderboard scaling city obstacle
course\n#Get rid of placeholder start stop obstacle course\nPlatform friction\nFacing
angle not velocity-based\nDead player constant velocity\n\nDylan will do:\nFix
Time Left! text\nObstacle course end only works on correct gamemode\nObstacle
course end for mountain\nCorrect time limits for keep away maps\nRespawn after
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View File

@@ -13,7 +13,7 @@ public class MovingPlatform : MonoBehaviour
transform.position = points[startPoint].position;
}
void Update()
void FixedUpdate()
{
// If the platform is close to the target point, it starts moving to the next one
if (Vector2.Distance(transform.position, points[i].position) < 0.02f)
@@ -25,6 +25,7 @@ public class MovingPlatform : MonoBehaviour
}
}
// Moves the platform towards the next point
transform.position = Vector2.MoveTowards(transform.position, points[i].position, speed * Time.deltaTime);
// transform.position = Vector2.MoveTowards(transform.position, points[i].position, speed * Time.deltaTime);
GetComponent<Rigidbody2D>().MovePosition(Vector2.MoveTowards(transform.position, points[i].position, speed * Time.fixedDeltaTime));
}
}

View File

@@ -20,6 +20,7 @@ public class RespawnOnTriggerEnter : MonoBehaviour
{
if (TryGetComponent(out Damageable damageable))
{
print("Voided out " + other.name);
damageable.Damage(9999f);
}
}

View File

@@ -77,7 +77,7 @@ public class Damageable : MonoBehaviour
public void Damage(float damage) // Adds damage to player when hit
{
if (GameManager.Instance.gameOver) return; // Prevent damage after game is over
//if (GameManager.Instance.gameOver) return; // Prevent damage after game is over
this.damage += damage;
if (damage >= maxDamage)

View File

@@ -95,16 +95,26 @@ public class PlayerMovement : MonoBehaviour
animationPlayer.SetState(AnimationPlayer.AnimationState.Jump);
else
{
if (Mathf.Abs(body.linearVelocityX) >= 0.05f)
if (Mathf.Abs(virtualAxisX) >= 0.05f)
animationPlayer.SetState(GameManager.Instance.gameOver ? AnimationPlayer.AnimationState.Walk : AnimationPlayer.AnimationState.Run);
else
animationPlayer.SetState(AnimationPlayer.AnimationState.Idle);
}
if (body.linearVelocityX < -0.1f)
animationPlayer.backwards = true;
else if (body.linearVelocityX > 0.1f)
animationPlayer.backwards = false;
if (true)
{
if (virtualAxisX < -0.01f)
animationPlayer.backwards = true;
else if (virtualAxisX > 0.01f)
animationPlayer.backwards = false;
}
else
{
if (body.linearVelocityX < -0.1f)
animationPlayer.backwards = true;
else if (body.linearVelocityX > 0.1f)
animationPlayer.backwards = false;
}
}
private void Land() // Stops jumping when player lands