Reputation: 169
So basically the player is moving all well and good. Until he hits an object. I want to change the players movement when he collides with a certain object. eg: Homer Simpson is running around but when he hits a duff his movement changes for a few seconds.
Here's my code so far:
using UnityEngine;
using System.Collections;
public class PlayerMovement : MonoBehaviour {
public float speed = 1.0f;
public int score = 0;
public bool gameOverRed = false;
public float size = 1f;
public float duffSpeed = 1.0f;
private float timer;
private bool hitDuff = false;
void start() {
timer = 0.0f;
}
// Update is called once per frame
void Update () {
if (hitDuff) {
timer += Time.deltaTime;
if (timer > 5.0) {
start ();
duffMovement ();
hitDuff = false;
}
} else {
movement ();
}
}
public void OnCollisionEnter2D(Collision2D coll)
{
if(coll.gameObject.CompareTag("Cube")) {
speed -= 2;
score++;
transform.localScale += new Vector3(size, size, 0);
}
if(coll.gameObject.CompareTag("Duff")){
hitDuff = true;
}
}
private void movement()
{
if (Input.GetKey (KeyCode.D)) {
transform.rigidbody2D.velocity = (new Vector2 (speed, 0));
}
if (Input.GetKey (KeyCode.A)) {
transform.rigidbody2D.velocity = (new Vector2 (-speed, 0));
}
if (Input.GetKey (KeyCode.S)) {
transform.rigidbody2D.velocity = (new Vector2 (0, -speed));
}
if (Input.GetKey (KeyCode.W)) {
transform.rigidbody2D.velocity = (new Vector2 (0, speed));
}
if (Input.GetKey (KeyCode.S) && Input.GetKey (KeyCode.A)) {
transform.rigidbody2D.velocity = (new Vector2 (-speed, -speed));
}
if (Input.GetKey (KeyCode.S) && Input.GetKey (KeyCode.D)) {
transform.rigidbody2D.velocity = (new Vector2 (speed, -speed));
}
if (Input.GetKey (KeyCode.W) && Input.GetKey (KeyCode.D)) {
transform.rigidbody2D.velocity = (new Vector2 (speed, speed));
}
if (Input.GetKey (KeyCode.W) && Input.GetKey (KeyCode.A)) {
transform.rigidbody2D.velocity = (new Vector2 (-speed, speed));
}
if (speed <= 20) {
speed = 20;
}
}
private void duffMovement() {
if (Input.GetKey (KeyCode.D)) {
transform.rigidbody2D.velocity = (new Vector2 (-speed, 0));
}
if (Input.GetKey (KeyCode.A)) {
transform.rigidbody2D.velocity = (new Vector2 (speed, 0));
}
if (Input.GetKey (KeyCode.S)) {
transform.rigidbody2D.velocity = (new Vector2 (0, speed));
}
if (Input.GetKey (KeyCode.W)) {
transform.rigidbody2D.velocity = (new Vector2 (0, -speed));
}
if (Input.GetKey (KeyCode.S) && Input.GetKey (KeyCode.A)) {
transform.rigidbody2D.velocity = (new Vector2 (-speed, speed));
}
if (Input.GetKey (KeyCode.S) && Input.GetKey (KeyCode.D)) {
transform.rigidbody2D.velocity = (new Vector2 (speed, speed));
}
if (Input.GetKey (KeyCode.W) && Input.GetKey (KeyCode.D)) {
transform.rigidbody2D.velocity = (new Vector2 (speed, speed));
}
if (Input.GetKey (KeyCode.W) && Input.GetKey (KeyCode.A)) {
transform.rigidbody2D.velocity = (new Vector2 (-speed, -speed));
}
}
}
What happens when I run it is, that I hit the duff, then my player just keeps moving in the direction (unable to use the duffMovement()
method) for a few seconds then I'm able to again.
Upvotes: 0
Views: 41
Reputation: 535
You're executing your duff movement after the time period you want to use it has elapsed;
if (hitDuff) {
timer += Time.deltaTime;
duffMovement();
if (timer > 5.0) {
start ();
hitDuff = false;
}
}
Upvotes: 1