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private const float DefaultJumpForce = 10.0f; - private const float DefaultMass = 40.0f; - private const float DefaultSpeed = 500.0f; + private const float DefaultJumpForce = 25.0f; + private const float DefaultMass = 80.0f; + private const float MaxSpeed = 500.0f; + private const float DefaultAirSpeed = 300.0f; + private const float GravityScale = 5.0f; - private const float FallMultiplier = 3f; - private const float LowJumpMultiplier = 3f; + private const float FallMultiplier = 4.0f; + private const float LowJumpMultiplier = 10.0f; private PlayerInput _controls; private Rigidbody2D _playerRigidbody2D; @@ -25,9 +28,11 @@ namespace Player private bool _moveKeyPressed; private bool _jumpKeyPressed; - private bool _isOnAir; - private float _xAxisValue; + public float speed; + + private bool _isOnAir; + private bool _canJump; private void Awake() { @@ -40,7 +45,9 @@ namespace Player private void Start() { _playerRigidbody2D.mass = DefaultMass; - BaseSpeed = DefaultSpeed; + _playerRigidbody2D.gravityScale = GravityScale; + _canJump = true; + BaseSpeed = 0.0f; } private void OnEnable() @@ -61,31 +68,41 @@ namespace Player private void FixedUpdate() { - switch (_playerRigidbody2D.velocity.y) + /*switch (_playerRigidbody2D.velocity.y) { case < 0: _playerRigidbody2D.velocity += Vector2.up * (Physics2D.gravity.y * (FallMultiplier - 1) * Time.fixedDeltaTime); break; + /*case > 0 and < 3: + print("We will go down" + i); + ++i; + break; case > 0 when !_jumpKeyPressed: _playerRigidbody2D.velocity += Vector2.up * (Physics2D.gravity.y * (LowJumpMultiplier - 1) * Time.fixedDeltaTime); break; - } + }*/ if (_moveKeyPressed) Move(_xAxisValue); else _playerRigidbody2D.velocity = new Vector2(0.0f, _playerRigidbody2D.velocity.y); - //TODO prevent jumping while keep pressing the button - if (_jumpKeyPressed && _playerGroundTrigger.IsCollided) + if (_jumpKeyPressed && _canJump && _playerGroundTrigger.IsCollided) Jump(); } private void Update() { - //TODO calculate is on air based on wall and ground triggers + _isOnAir = !_playerGroundTrigger.IsCollided; + RespawnCheck(); + } + + private void RespawnCheck() + { + if (gameObject.transform.position.y < -100) + SceneManager.LoadScene(SceneManager.GetActiveScene().name); } // PAUSE METHODS @@ -106,25 +123,48 @@ namespace Player // MOVE METHODS - public float BaseSpeed { get; set; } + public float BaseSpeed + { + get => speed; + set + { + speed = value; + if (speed > MaxSpeed) + speed = MaxSpeed; + } + } public void Move(float value) { - _playerSpriteRenderer.flipX = _xAxisValue switch + switch (_xAxisValue) { - < 0 => true, - > 0 => false, - _ => _playerSpriteRenderer.flipX - }; + case < 0: + _playerSpriteRenderer.flipX = true; + break; + case > 0: + _playerSpriteRenderer.flipX = false; + break; + default: + _playerSpriteRenderer.flipX = _playerSpriteRenderer.flipX; + break; + } + + if (!_isOnAir) + BaseSpeed += 40; _playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime, _playerRigidbody2D.velocity.y); } + private void DecelerationAfterMoving() + { + throw new NotImplementedException(); + } + private void Jump() { - //_playerRigidbody2D.velocity = new Vector2(_playerRigidbody2D.velocity.x, 0); - //_playerRigidbody2D.AddForce(Vector2.up.normalized * DefaultJumpForce * DefaultMass, ForceMode2D.Impulse); - 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