Reputation: 217
I am trying to build an asteroids style game in Unity and could really use some help. I believe all my math is correct as far as the ship movement but I am having trouble getting it to work inside Unity. I am having a couple different problems.
The ship does not update with velocity ( if you start moving and then let go, it will stand still)
I am unsure in Unity how to set the ships rotation to my specific angle.
Any help would be greatly appreciated.
public class playerController : MonoBehaviour {
public static float timer;
public static bool timeStarted = false;
Vector2 accel;
Vector2 velocity;
float direction;
float angle;
float shotCooldown;
float speed;
const float pi = 3.141592f;
const float maxSpeed = 300;
const float maxAccel = 500;
void Start () {
timeStarted = true;
}
void Update () {
if (timeStarted == true) {
timer += Time.deltaTime;
}
shotCooldown -= (timer%60);
angle = direction * pi / 180;
if (Input.GetKey(KeyCode.W)) {
accel.y = -Mathf.Cos(angle) * maxAccel;
accel.x = Mathf.Sin(angle) * maxAccel;
velocity += accel * Time.deltaTime;
}
if (Input.GetKey(KeyCode.S)) {
accel.y = -Mathf.Cos(angle) * maxAccel;
accel.x = Mathf.Sin(angle) * maxAccel;
velocity -= accel * Time.deltaTime;
}
if (Input.GetKey(KeyCode.Space)) {
if (shotCooldown <= 0)
{
// Create new shot by instantiating a bullet with current position and angle
shotCooldown = .25f;
}
}
if (Input.GetKey(KeyCode.D)) {
direction += 360 * Time.deltaTime;
}
if (Input.GetKey(KeyCode.A)) {
direction -= 360 * Time.deltaTime;
}
/*
if (this.transform.position.x >= Screen.width && velocity.x > 0) {
this.transform.position.x = 0;
}*/
while (direction < 0) {
direction += 360;
}
while (direction > 360) {
direction -= 360;
}
speed = Mathf.Sqrt( (velocity.x * velocity.x) + (velocity.y * velocity.y));
if (speed > maxSpeed) {
Vector2 normalizedVector = velocity;
normalizedVector.x = normalizedVector.x / speed;
normalizedVector.y = normalizedVector.y / speed;
velocity = normalizedVector * maxSpeed;
}
this.transform.position = velocity * Time.deltaTime;
transform.rotation = Quaternion.AngleAxis(0, new Vector3(0,0,angle));
}
}
Upvotes: 2
Views: 3174
Reputation: 2381
It's usually a bad idea to set the position the way you are, because you're not actually using any physics. The way you're doing it, velocity
is a new position for the ship, not a speed. Once you let go of the keys, it stops calculating new positions, and thus stops moving.
There are a couple of alternatives which would make for a better result:
1) One way this can be done is by calling: transform.Translate(Vector3.forward * speed * Time.deltaTime)
Vector3.forward should correspond to the direction you consider as "forward", but if not, you can change it to whichever works (eg Vector3.up). This means you only really need to calculate a speed and let unity hangle the rest.
2) If you're using a rigidbody on your ship, you could simply do:
rigidbody.AddForce(Vector3.forward * speed * Time.deltaTime)
which will automatically accelerate the ship in the given direction by whatever speed you give it.
As for rotation, perhaps try something like this:
if (Input.GetKey(KeyCode.D))
{
Vector3 newRotation = transform.rotation.eulerAngles;
newRotation.z += 10;
transform.rotation = Quaternion.Euler (newRotation);
}
else if (Input.GetKey(KeyCode.A))
{
Vector3 newRotation = transform.rotation.eulerAngles;
newRotation.z -= 10;
transform.rotation = Quaternion.Euler (newRotation);
}
Upvotes: 1