DevLog1: Main Player Movement and jump mechanics
To create the movement mechanic in the player, I needed to bring the illusion of movement with multiple animations tailored to the context of the player character. This means adding multiple frames per '.anim' file to simulate movement when the GameObject is moving right or left, jumping and falling animation. For this purpose I scripted a basic 2D scroller movement using the Input manager to link a public floating point variable speed and direction values (Ranging from -1 to 1) to the '.velocity' property from the Rigidbody2D component (Invoked on start), and input modified on update. Simultaneously, I invoked the animator component on start and set boolean and floating point parameters to trigger these animation events on update so these elements matched correctly to the context of the player gameobject. All these elements and transitions were coordinated from the AnyState state. The jumping mechanic was implemented by using the AddForce method from the RigidBody2D component so on input a floating point magnitude is applied on the '.y' axis of the Vector2 type component on the gameObject. Initially the code structure did not allow me to limit the jumping sequences, which was one of the comments I received as feedback along with animation timing. In order to limit the number of jumps to a single action once on air, I needed to include a boolean field that was modified using an OnCollisionEnter2D function, via a CompareTag method that checked for a gameObject tagged as ground. Once the player jumps the collision is no longer detected and the boolean returns a false value that limits the mechanic to a single action. Regarding the animation issue, fine tuning was achieved by modifying the speed of the animation on the '.anim' file in the inspector and modifying the jumping force so the fall occurred during the fall of the player.
References:
Jumping
MoreBlakeyyy. (2022, October 20). 2D Jump in Unity in Under 1 Minute. [Video]. YouTube.
https://www.youtube.com/watch?v=QXB4EAyYD8w
Single action Jumping sequence
Molina, J. (2020, December 29). How do I limit a GameObject to jump only Once? Stack overflow. https://stackoverflow.com/questions/65488572/how-do-i-limit-a-gameobject-to-jump...
Files
Get Codename: Rune Caster
Codename: Rune Caster
Status | In development |
Author | Alejandro Correa |
Genre | Platformer |
More posts
- Game Project Implementation - DevLogOct 14, 2023
- DevLog5: UI ElementsOct 08, 2023
- Game Testing formOct 04, 2023
- DevLog4: Presentation and GraphicsSep 30, 2023
- DevLog3: Basic enemy AI and Enemy interactionSep 22, 2023
- DevLog2: Level blocking and designSep 14, 2023
- KIT109 Assignment2: Codename: Rune Caster ConceptAug 27, 2023
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