Added level1 with bad movement
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using UnityEngine;
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|
public class PlayerMovement : MonoBehaviour
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|
{
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|
public float moveSpeed = 5f;
|
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|
public float jumpForce = 10f;
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public float maxSpeed = 10f;
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public float jumpTime = 0.5f; // Maximum time the jump key can be held
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public Transform groundCheck;
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public LayerMask groundLayer;
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private Rigidbody2D rb;
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private bool isGrounded;
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private bool isJumping;
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|
private float jumpTimeCounter;
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private void Awake()
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|
{
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|
rb = GetComponent<Rigidbody2D>();
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}
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private void Update()
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|
{
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|
// Check if the player is grounded
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|
isGrounded = Physics2D.OverlapCircle(groundCheck.position, 0.1f, groundLayer);
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|
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||||||
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// Movement
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|
float moveDirection = Input.GetAxis("Horizontal");
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|
Vector2 movement = new Vector2(moveDirection, 0f);
|
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|
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||||||
|
// Apply speed cap
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|
if (Mathf.Abs(rb.velocity.x) > maxSpeed)
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|
{
|
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|
movement.x = 0f;
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|
}
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|
|
||||||
|
// Jumping
|
||||||
|
if (isGrounded)
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|
{
|
||||||
|
if (Input.GetKeyDown(KeyCode.Space))
|
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|
{
|
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|
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|
||||||
|
jumpTimeCounter = jumpTime;
|
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|
rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse);
|
||||||
|
}
|
||||||
|
}
|
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|
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|
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|
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|
{
|
||||||
|
if (jumpTimeCounter > 0)
|
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|
{
|
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|
rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Force);
|
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|
jumpTimeCounter -= Time.deltaTime;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
isJumping = false;
|
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|
}
|
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|
}
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{
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|
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||||||
|
}
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|
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|
Loading…
Reference in New Issue