CS2335
Master_v2
Master_v2
  • Introduction
  • Introduction
    • Introduction
      • Design
      • Game Design
    • Unity - Download
    • Visual Studio - IDE
    • Hero's Journey
  • Unity Basics
    • Unity Editor Windows
    • MonoBehavior - Base-Class
    • Unity Engine - Event Functions
  • Getting Started
    • UI-Elements
    • Animator Controller
      • Animation Steps
    • PlayerController Flow Chart
    • PlayerController Code
      • PlayerController - V1 - S20
      • PlayerController V2 S20
      • PlayerController V3 S20
  • Project 1 - Simple Game
    • Overview
    • Project 1 - Get Started
      • UML Class Diagram
    • Player GameObject
      • PlayerController.cs V2
      • PlayerController.cs V3
    • Create 2D Sprite Prefab: Rock
    • Sorting Layers
  • Project1 Code
    • PickUp PreFabs
    • Player GameObject
    • PlayerController - jump
    • GameData Version1
    • PlayerStats Version1
    • MiniGameManager
      • Logic Diagram
    • Simple Spawner
    • Utility Class
  • Project1 Enhancements
    • PickUp - SelfDestruct
    • Spawn from List of Prefabs
  • Project 2 - StateManager
    • Project 2 - Learning Objectives
    • Project 2 - Starter Assets
    • Project 2
      • State Machine Framework
        • Singleton Pattern
      • StateManager - Singleton Design Pattern
      • IStateBase, BeginState
      • Project 2 -Steps: Create new Scene and State
      • Project 2 - List of Steps
        • Project 2 - Starter Code
  • Project 2 -Dialog
    • Hide_Show_Panel Script
    • Configure TitlePanel, DecisionPanel
    • Simple Dialog Prefab
    • Conversation Scriptable Objects
    • DialogManager_ConvList
    • Image Transitions for Buttons
  • UI Components
    • Finding Game Objects
    • Game Objects: UI vs. 2D Sprite
    • UI Elements
      • Canvas: Screen-Space Render-Mode
      • UI-Buttons To Change Scene
      • Text Input
  • Project2 Resources
    • Visual Novel in Unity-Links
    • Scriptable Object Factory
      • ScriptableObjects
    • Dialog Prefab Packages
  • Project 3 - Overview
    • Branching Story Structures
    • Dictionary Data-Structure
      • Unity PlayerPrefs Dictionary
    • Dictionary: User-Choice Data
      • User-Choices - Example
        • Dictionary Value to Disable Options
    • Simplified Mini-Game
      • PlayerController_v2 Mods
        • PlayerController_v2_final
      • MiniGameManager_v2
  • Proj3: Inventory System
    • Inventory-System
      • Install and Configure
      • Diagrams, Resources
        • Item, Gem, Potion Classes
        • Inventory Class
      • InventoryDisplay, Slot UI
        • InventoryDisplay Class
        • Slot Class
        • Hazard Class
        • Layout Groups
      • Customization Steps
        • Configure Animation
        • AddItem Button
        • Concrete Class: Food
        • MiniGame Mods
          • PlayerController Mods
      • Code: InventorySystem
        • GameData, PickUp Mods
      • Resources: Data Structures
  • Proj3: Custom UnityEvents
    • Event Publishing Patterns
    • Custom Event Messaging
  • Proj3: Mini-Game
    • MiniGame-Overview-Proj3
    • LevelManager
      • LevelManager Logic Diagram
      • LevelManager FSM
      • LoadLevel, StartLevel Logic
      • Code Framework
    • Timer
  • Project 3 - Code Mods
    • Project 3 - Steps
    • Project 3 - Code
      • Code: Final Versions
        • PlayerController Mods
          • PlayerController_v2 Mods
        • GameData - Final
        • LevelManager
        • PlayerStats - Final
        • PickUp, Hazard, ScorePickUp
        • Spawner - Final
        • CameraFollow
        • ScreenFader
        • MiniGameState
        • Example: EndState
      • MiniGameWin Logic
  • Optional, Supplemental Content
    • Optional Content
      • Adding Audio
      • Screen Fading and Reloading
      • ScriptableObjects
      • Disable Debug Logging
      • Events and Actions
      • Saving Data - Serialization
      • Parallax Scrolling
      • Change Sprites
  • C# Language
    • C# Language
      • Variables
      • Enum
      • Encapsulation
        • C# Properties
        • Access Modifiers
      • Inheritance
      • Polymorphism
      • Interface
      • Switch-Case
      • List< T >
      • Queue< T >
      • Dictionary
      • Foreach
      • Static
      • Ternary Operator: ?
      • this
      • Delegates
    • Diagrams
      • State Machine Framework
      • UML Class Diagrams
      • Level Manager Logic Diagram
      • Flow-Chart: NumberGame
      • FSM: NumberGame
    • Glossary
    • References and Resources
    • Random Thoughts
Powered by GitBook
On this page
  • Floor:
  • Unity Configuration Steps: Jumping Player
  • PlayerController - with jump Code

Was this helpful?

  1. Project1 Code

PlayerController - jump

PreviousPlayer GameObjectNextGameData Version1

Last updated 5 years ago

Was this helpful?

Floor:

Create an empty gameObject, rename to Floor Add BoxCollider2D as shown in image below Select and icon for the gameObject - select in top section of inspector - example green oval Set Layer: Ground, after following directions to create custom layers below.

Unity Configuration Steps: Jumping Player

In order to use the following script to enable your player to jump, the following changes must be configured in Unity before the following script will work

Custom Layer: Ground

  • Create a new Layer: Ground in the Unity Layer Editor. All gameObjects which will act as ground, (example: Floor) to allow jumping, must have this layer set in the inspector. See image below

  • Set the Layer: Ground for all gameObjects that the player should be able to jump from. Example: Floor

  • GroundCheck: Create an empty gameObject, make it a child of the Player, name: GroundCheck. Add an icon (orange capsule in the image ), so it's easy to see. Move the GroundCheck gameObject to the bottom of the player's feet, this gameObject will check to see if it's in contact with a gameObject that is in the 'Ground' layer.

PlayerController - with jump Code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
    public enum HeroState { idle, walk, jump  }  //create custom data-type - have integer values

    public HeroState currentHeroState;  //will display the current enum 

    private Animator animator;  //- null - reference variable to access animator component

    public bool facingRight;  //keep track of sprite direction - used in Flip
    private Rigidbody2D myRBody2D;
    public float forceX; //used for adjusting velocity

    public Transform groundCheck; //transform component on GroundCheck object
    public LayerMask groundLayer; //allows us to interact with a physics Layer 
    public float groundCheckRadius ;  //
    public float jumpForce;
    public bool grounded = false;  //will let us see if the gameOjb is grounded

    // Start is called before the first frame update
    void Start()
    {
        currentHeroState = HeroState.idle;    //initialize to show it's in idle to start
        animator = GetComponent<Animator>();//is on the same game object as this script
        animator.SetInteger("HeroState", (int)HeroState.idle);  //send in the signal: 0
        facingRight = true;
        myRBody2D = GetComponent<Rigidbody2D>();
        forceX = 100.0f;  //force value may need adjusted

        groundCheckRadius = 0.2f; //may need modified
        jumpForce = 10f; //may need modified


    }

    // Update is called once per frame
    void FixedUpdate()  //physics methods executed - want consistant time between frames
    {
        float inputX = Input.GetAxis("Horizontal");  //values of -1, 0 , 1 
        bool isWalking = Mathf.Abs(inputX) > 0;

        if (isWalking)
        {
            //check for flipping
            if( inputX > 0 && !facingRight)  //moving right, facing left
            {
                Flip(); //flip right
            }else if( inputX <0 && facingRight) //moving left, facing right
            {
                Flip(); //flip left
            }
            animator.SetInteger("HeroState", (int)HeroState.walk);
            myRBody2D.velocity = new Vector2( 0, myRBody2D.velocity.y);  //reset the velocity to 0 //may come back and change
            myRBody2D.AddForce(new Vector2(inputX * forceX, 0)); //add horizontal force to move the player
        }
        else
        {
            animator.SetInteger("HeroState", (int)HeroState.idle);
        }

        bool jumpPressed = Input.GetButtonDown("Jump");   //is spacebar pressed
        grounded = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);

        if (jumpPressed  && grounded)
        {
            animator.SetInteger("HeroState", (int)HeroState.jump);
            Debug.Log("Jumping");

            ///Vertical Force for Movement
            myRBody2D.velocity = new Vector2(myRBody2D.velocity.x, 0);  //reset the velocity to 0 //keep horizontal movement
            myRBody2D.AddForce(new Vector2(0,jumpForce),ForceMode2D.Impulse); //add horizontal force to move the player

        }

    }//end FixedUpdate

    //we have determined it is facing the wrong direction, it must need flipped for this to be executed
    private void Flip()
    {
        facingRight = !facingRight; //toggle direction variable
        //get Scale Vector
        Vector3 theScale = transform.localScale;  //get the current values for Scale Vector
        theScale.x *= -1; //modify the X component    //mirror the sprite
        transform.localScale = theScale; //set the actual Scale vector with our temp Vector
    }

    /// <summary>
    /// This is the start of the Event-Chain for Game Score, health to be changed
    /// </summary>
    /// <param name="collision">Collision.</param>
    private void OnTriggerEnter2D(Collider2D collision)
    {
        Debug.Log("Collided with something");
        //check tag on gameObject that has this collider on it
        if (collision.CompareTag("Collectible"))
        {
            //get the PickUp component from the gameObject with this collider on it
            PickUp item = collision.GetComponent<PickUp>();
            Debug.Log("collided with a collectible of value: " +   item.Value);

            GameData.instanceRef.Add(item.Value);
            Destroy(collision.gameObject); //destroy GameObject of the object we collided with
        } 
        else if (collision.CompareTag("Hazard"))
        {
            PickUp item = collision.GetComponent<PickUp>();
            Debug.Log("collided with a hazard of value: " + item.Value);
            //update gameData database

            GameData.instanceRef.TakeDamage(item.Value);
            Destroy(collision.gameObject); //destroy GameObject of the object we collided with

        }
    }



}///end of Class
Floor: Empty GameObject with BoxCollider
Populate New Items in Player: Inspector PlayerController Component