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My player gameobject is ignoring colliders...

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Hey people! I'm working on a 2D sidescrolling game, and a major problem I found with the player is that it completely ignores colliders. This is the first game I've scripted by myself and my code is reaaally janky, so be prepared... Any help would be extremely appreciated! Thanks guys :D //For changing tiles var left: Texture; var right: Texture; var front: Texture; var back: Texture; var idle: Texture; //For changing the movement var moveSpeed:float = 1; //Vars for changing the animation var uvAnimationTileX = 3; //Here you can place the number of columns of your sheet. //The above sheet has 24 var uvAnimationTileY = 1; //Here you can place the number of rows of your sheet. //The above sheet has 1 var framesPerSecond = 10.0; function Start () { transform.position.y = 15; } function Update () { if (Input.GetKey(KeyCode.D)) { renderer.material.mainTexture = right; //Changes character position and limits positions transform.position.x = transform.position.x + moveSpeed; // Calculate index var index: int = Time.time * framesPerSecond; // repeat when exhausting all frames index = index % (uvAnimationTileX * uvAnimationTileY); // Size of every tile var size = Vector2 (1.0 / uvAnimationTileX, 1.0 / uvAnimationTileY); // split into horizontal and vertical index var uIndex = index % uvAnimationTileX; var vIndex = index / uvAnimationTileX; // build offset // v coordinate is the bottom of the image in opengl so we need to invert. var offset = Vector2 (uIndex * size.x, 1.0 - size.y - vIndex * size.y); renderer.material.SetTextureOffset ("_MainTex", offset); renderer.material.SetTextureScale ("_MainTex", size); } if (Input.GetKey(KeyCode.A)) { renderer.material.mainTexture = left; transform.position.x = transform.position.x - moveSpeed; var indexA: int = Time.time * framesPerSecond; indexA = indexA % (uvAnimationTileX * uvAnimationTileY); var sizeA = Vector2 (1.0 / uvAnimationTileX, 1.0 / uvAnimationTileY); var uIndexA = indexA % uvAnimationTileX; var vIndexA = indexA / uvAnimationTileX; var offsetA = Vector2 (uIndexA * sizeA.x, 1.0 - sizeA.y - vIndexA * size.y); renderer.material.SetTextureOffset ("_MainTex", offsetA); renderer.material.SetTextureScale ("_MainTex", sizeA); } if (Input.GetKey(KeyCode.W)) { renderer.material.mainTexture = back; transform.position.z = transform.position.z + moveSpeed; if (transform.position.z >= 22.0) { transform.position.z = transform.position.z - 1.0; } var indexW: int = Time.time * framesPerSecond; indexW = indexW % (uvAnimationTileX * uvAnimationTileY); var sizeW = Vector2 (1.0 / uvAnimationTileX, 1.0 / uvAnimationTileY); var uIndexW = indexW % uvAnimationTileX; var vIndexW = indexW / uvAnimationTileX; var offsetW = Vector2 (uIndexW * sizeW.x, 1.0 - sizeW.y - vIndexW * sizeW.y); renderer.material.SetTextureOffset ("_MainTex", offsetW); renderer.material.SetTextureScale ("_MainTex", sizeW); } if (Input.GetKey(KeyCode.S)) { renderer.material.mainTexture = front; transform.position.z = transform.position.z - moveSpeed; if (transform.position.z <= -7.0) { transform.position.z = transform.position.z + 1.0; } var indexS: int = Time.time * framesPerSecond; indexS = indexS % (uvAnimationTileX * uvAnimationTileY); var sizeS = Vector2 (1.0 / uvAnimationTileX, 1.0 / uvAnimationTileY); var uIndexS = indexS % uvAnimationTileX; var vIndexS = indexS / uvAnimationTileX; var offsetS = Vector2 (uIndexS * sizeS.x, 1.0 - sizeS.y - vIndexS * sizeS.y); renderer.material.SetTextureOffset ("_MainTex", offsetS); renderer.material.SetTextureScale ("_MainTex", sizeS); } }

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