using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class 2dMovement : MonoBehaviour
{
//This also works with joystick, PS this is topdown movement
private Rigidbody2D rb;
public float MoveSpeed = 15f;
void Start ()
{
rb = GetComponent<Rigidbody2D>();
}
void Update ()
{
private float vertical;
private float horizontal;
horizontal = Input.GetAxisRaw("Horizontal");
vertical = Input.GetAxisRaw("Vertical");
}
private void FixedUpdate()
{
rb.velocity = new Vector2(horizontal * MoveSpeed, vertical * MoveSpeed);
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerMovement : MonoBehaviour
{
// this has jumping, movement, and the code for groundCheck. You must do
// things yourself in the unity editor to for groundCheck. Code Tested
// unity 2d platformer
public float speed = 5f;
public float jumpSpeed = 3f;
private float direction = 0f;
private Rigidbody2D player;
public Transform groundCheck;
public float groundCheckRadius;
public LayerMask groundLayer;
private bool isTouchingGround;
// Start is called before the first frame update
void Start()
{
player = GetComponent<Rigidbody2D>();
}
// Update is called once per frame
void Update()
{
isTouchingGround = Physics2D.OverlapCircle(groundCheck.position, groundCheckRadius, groundLayer);
direction = Input.GetAxis("Horizontal");
if (direction > 0f)
{
player.velocity = new Vector2(direction * speed, player.velocity.y);
}
else if (direction < 0f)
{
player.velocity = new Vector2(direction * speed, player.velocity.y);
}
else
{
player.velocity = new Vector2(0, player.velocity.y);
}
if (Input.GetButtonDown("Jump") && isTouchingGround)
{
player.velocity = new Vector2(player.velocity.x, jumpSpeed);
}
}
}
var motion = Vector2()
var speed = 150
var gravity = 30
var jump=-600
var double_jump_power = -750
var can_double_jump = false
func _ready():
pass
func _physics_process(delta):
Double_jump_and_jump()
if Input.is_action_pressed("ui_right"):
motion.x = speed
A.play("run")
A.flip_h = false
elif Input.is_action_pressed("ui_left"):
motion.x = -speed
A.play("run")
A.flip_h = true
else:
motion.x = 0
if is_on_floor()==false:
motion.y += gravity
move_and_slide(motion,Floor)
func Double_jump_and_jump():
if is_on_floor()==true:
can_double_jump=true
if Input.is_action_just_pressed("ui_up")&& is_on_floor()==true:
motion.y = jump
#double_jump if you dont like it just remove these lines of code downhere
if is_on_floor() ==false && motion.y > 0 && can_double_jump==true&& Input.is_action_just_pressed("ui_up"):
motion.y = double_jump_power
can_double_jump=false
pass
#plz if this helped you donate
#or check out my NFT discord server if you want to help me https://discord.gg/YK6BqdbT