Patrons now spawn in and are randomly assigned demon status.

This commit is contained in:
shakurass 2014-04-27 19:49:21 -06:00
commit 5d203d1e9d
12 changed files with 111 additions and 1189 deletions

View file

@ -60,57 +60,69 @@ public class PlayerController : MonoBehaviour {
gameController.TakeSwig();
animator.Play("player_swig");
}
}
void FixedUpdate() {
float moveHorizontal = Input.GetAxis ("Horizontal");
float moveVertical = Input.GetAxis ("Vertical");
if (moveVertical > 0){ // Walking up
if (moveHorizontal < 0 && moveVertical > 0) { // left up
playerAngle.eulerAngles = new Vector3(0f, -135, 0f);
MakePlayerSpriteFace(Direction.Left);
animator.SetBool("isWalkingUp", true);
animator.SetBool("isWalking", false);
}
else if (!Mathf.Approximately (moveHorizontal, 0) || moveVertical < 0) { // walking sideways
else if (moveHorizontal < 0 && moveVertical < 0) {// left down
playerAngle.eulerAngles = new Vector3(0f, -225f, 0f);
MakePlayerSpriteFace(Direction.Left);
animator.SetBool("isWalking", true);
animator.SetBool("isWalkingUp", false);
}
else if (moveHorizontal > 0 && moveVertical > 0) {//right up
playerAngle.eulerAngles = new Vector3(0f, -45f, 0f);
MakePlayerSpriteFace(Direction.Right);
animator.SetBool("isWalkingUp", true);
animator.SetBool("isWalking", false);
}
else if (moveHorizontal > 0 && moveVertical < 0) {//right down
playerAngle.eulerAngles = new Vector3(0f, 45f, 0f);
MakePlayerSpriteFace(Direction.Right);
animator.SetBool("isWalking", true);
animator.SetBool("isWalkingUp", false);
}
else if (moveHorizontal < 0) { // Stab left
playerAngle.eulerAngles = new Vector3(0f, -180f, 0f);
MakePlayerSpriteFace(Direction.Left);
animator.SetBool("isWalking", true);
animator.SetBool("isWalkingUp", false);
}
else if (moveHorizontal > 0) { // Stab right
playerAngle.eulerAngles = new Vector3 (0f, 0f, 0f);
MakePlayerSpriteFace(Direction.Right);
animator.SetBool("isWalking", true);
animator.SetBool("isWalkingUp", false);
}
else if (moveVertical < 0) {// Stab down
playerAngle.eulerAngles = new Vector3(0f, -270f, 0f);
animator.SetBool("isWalking", true);
animator.SetBool("isWalkingUp", false);
}
else if (moveVertical > 0) // Stab up
{
playerAngle.eulerAngles = new Vector3(0f, -90f, 0f);
animator.SetBool("isWalkingUp", true);
animator.SetBool("isWalking", false);
}
else {
animator.SetBool("isWalking", false);
animator.SetBool("isWalkingUp", false);
}
if (moveHorizontal < 0 && moveVertical > 0) { // left up
playerAngle.eulerAngles = new Vector3(0f, -135, 0f);
MakePlayerSpriteFace(Direction.Left);
}
else if (moveHorizontal < 0 && moveVertical < 0) {// left down
playerAngle.eulerAngles = new Vector3(0f, -225f, 0f);
MakePlayerSpriteFace(Direction.Left);
}
else if (moveHorizontal > 0 && moveVertical > 0) {//right up
playerAngle.eulerAngles = new Vector3(0f, -45f, 0f);
MakePlayerSpriteFace(Direction.Right);
}
else if (moveHorizontal > 0 && moveVertical < 0) {//right down
playerAngle.eulerAngles = new Vector3(0f, 45f, 0f);
MakePlayerSpriteFace(Direction.Right);
}
else if (moveHorizontal < 0) { // Stab left
playerAngle.eulerAngles = new Vector3(0f, -180f, 0f);
MakePlayerSpriteFace(Direction.Left);
}
else if (moveHorizontal > 0) { // Stab right
playerAngle.eulerAngles = new Vector3 (0f, 0f, 0f);
MakePlayerSpriteFace(Direction.Right);
}
else if (moveVertical < 0) // Stab down
playerAngle.eulerAngles = new Vector3(0f, -270f, 0f);
else if (moveVertical > 0) // Stab up
playerAngle.eulerAngles = new Vector3(0f, -90f, 0f);
Vector3 movement = new Vector3 (moveHorizontal, 0.0f, moveVertical);
rigidbody.velocity = movement * speed;
rigidbody.freezeRotation = true;
}
void FixedUpdate() {
}
}