Merge branch 'master' of github.com:ETSConjure/PixelSphinx

This commit is contained in:
Jean-Sébastien Gervais 2016-04-08 16:37:26 -04:00
commit bbb5ab64fa
11 changed files with 1228 additions and 234 deletions

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@ -12,8 +12,14 @@ public class Astronaut : MonoBehaviour {
public GameObject SpriteWalk;
public GameObject SpriteDash;
public float Width;
public float StepTime;
public float JumpSpeed;
public float Gravity;
public float Speed;
public PlanetManager planet;
private AstronautState _state;
private AstronautState State
@ -40,26 +46,85 @@ public class Astronaut : MonoBehaviour {
SpriteDash.SetActive(false);
}
if (_state == AstronautState.Walking)
/*if (_state == AstronautState.Walking)
{
StartCoroutine(WalkingStance());
}
}*/
}
}
private float theta = 0;
private float height = 0;
private float vSpeed = 0;
private float height = 0;
private float angle = 0;
private bool grounded = false;
private float walkTime = 0;
private int nextStep = 1;
// Use this for initialization
void Start () {
State = AstronautState.Idle;
State = AstronautState.Idle;
//Debug.Log(planet.GetPlanetRadius(0));
theta = 0;
height = planet.GetPlanetRadius(theta);
UpdatePosition();
}
private void UpdatePosition()
{
//float heightAtPos = planet.GetPlanetRadius(theta);
transform.localPosition = new Vector3(0, height, 0);
Rotator.transform.localRotation = Quaternion.Euler(0, 0, theta - 108);
}
private float GetGroundRadius()
{
return GetGroundRadius(theta);
}
private float GetGroundRadius(float theta)
{
float displacement = PlanetUtilities.GetDisplacementAngle(Width / 2, height);
float radius1 = planet.GetPlanetRadius(Repeat(theta + displacement, 360));
float radius2 = planet.GetPlanetRadius(Repeat(theta - displacement, 360));
//float x1, y1, x2, y2;
//PlanetUtilities.Spheric2Cartesian(theta + displacement, height, out x1, out y1);
//PlanetUtilities.Spheric2Cartesian(theta - displacement, height, out x2, out y2);
//Debug.DrawLine(new Vector3(x1, y1, 0), new Vector3(x2, y2, 0));
return Mathf.Max(radius1, radius2);
}
private float Repeat(float num, float limit)
{
return Mathf.Repeat(num + limit, limit);
}
// Update is called once per frame
void Update () {
float delta = Time.deltaTime;
if (!grounded)
{
height += vSpeed * delta;
vSpeed -= Gravity * delta;
}
float radius = GetGroundRadius();
if (grounded = (height <= radius))
{
height = radius;
if (State == AstronautState.Jumping)
State = AstronautState.Idle;
}
UpdatePosition();
//float x, y;
//
//PlanetUtilities.Spheric2Cartesian(theta, heightAtPos, out x, out y);
//
//
/*
if (State == AstronautState.Walking)
{
@ -67,7 +132,6 @@ public class Astronaut : MonoBehaviour {
Vector3 rotation = transform.rotation.eulerAngles;
rotation.z = Mathf.Sin(walkTime * Mathf.PI)*50;
transform.rotation = Quaternion.Euler(rotation);
Debug.Log(rotation.z);
}*/
/*
@ -109,12 +173,35 @@ public class Astronaut : MonoBehaviour {
walkTime = 0f;
}
}
if (State < AstronautState.Dashing)
{
if (-0.2 < x && x < 0.2) return;
//Debug.Log(x + " " + Speed + " " + height);
float movement = PlanetUtilities.GetDisplacementAngle(Speed * -x, height) * Time.deltaTime;
//Debug.Log("Moving! - " + height);
//Debug.Log("Daaa - " + movement);
float newTheta = theta + movement;
float newHeight = GetGroundRadius(newTheta);
if (newHeight > height)
{
Debug.Log("Blocked by wall");
return; // Blocked by wall
}
theta = newTheta;
}
}
public void Jump()
{
if (_state >= AstronautState.Ejecting)
if (State >= AstronautState.Ejecting || State == AstronautState.Jumping)
return;
if (!grounded) return;
vSpeed = JumpSpeed;
grounded = false;
State = AstronautState.Jumping;
}
public void Dash()
@ -129,7 +216,7 @@ public class Astronaut : MonoBehaviour {
Debug.Log("Clicked the button with an image");
}
IEnumerator WalkingStance()
/*IEnumerator WalkingStance()
{
Debug.Log("walking stance");
walkTime += Time.deltaTime / StepTime;
@ -147,5 +234,5 @@ public class Astronaut : MonoBehaviour {
{
StartCoroutine("WalkingStance");
}
}
}*/
}

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@ -16,10 +16,8 @@ public class PlanetManager : MonoBehaviour
public GameObject WedgePrefab = null;
public List<Wedge> wedges = new List<Wedge>();
// Use this for initialization
void Start () {
void Awake () {
TailleCartiersEnDegres = 360.0f / NbCartiers;
for(int i = 0; i < NbCartiers; i++)
@ -27,7 +25,6 @@ public class PlanetManager : MonoBehaviour
float debutAngleTheta = i* TailleCartiersEnDegres;
var w = new Wedge() {tMin = debutAngleTheta, tMax = debutAngleTheta + TailleCartiersEnDegres};
//float angle = i * Mathf.PI * 2 / NbCartiers * 360;
//var wedgePos = GetPlanetCoordinatesFromPlayerXY(debutAngleTheta, 0);
// wedgePos.x -= Mathf.Cos(debutAngleTheta * Mathf.PI / 180);
@ -37,7 +34,6 @@ public class PlanetManager : MonoBehaviour
w.sprite = GameObject.Find(obj.name);
wedges.Add(w); //pushes at end.
}
}
// Update is called once per frame
@ -47,7 +43,8 @@ public class PlanetManager : MonoBehaviour
}
void FixedUpdate()
{
{
if (!this.CartierResetRatioSpeedRandomize) return;
//Ramener les plateforme vers leur position initiale 0;
foreach (var w in wedges)
@ -81,7 +78,7 @@ public class PlanetManager : MonoBehaviour
w.sprite.transform.localScale = new Vector3(w.offset, w.offset,1.0f);
}
//TODO_SR For each player
}
public void PushWedge(float thetaPlayerX)
@ -169,13 +166,12 @@ public class PlanetManager : MonoBehaviour
/// <summary>
/// Radius sphere est scale/2
/// </summary>
/// <returns></returns>
public float GetPlanetRadius(float thetaPlayerX)
{
var wedge = GetWedgeFromTheta(thetaPlayerX);
return GetPlanetRadius() * wedge.offset;
}
/// <returns></returns>
public float GetPlanetRadius(float thetaPlayerX)
{
var wedge = GetWedgeFromTheta(thetaPlayerX);
return GetPlanetRadius() * wedge.offset;
}
public Vector3 GetPlanetCoordinatesFromPlayerXY(float playerLocalX, float playerLocalY)

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@ -11,6 +11,6 @@ public class PlanetUtilities {
public static float GetDisplacementAngle(float delta, float radius)
{
return Mathf.Rad2Deg * radius / delta;
return Mathf.Rad2Deg * delta / radius;
}
}

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@ -4,11 +4,10 @@ using System.Collections;
public class testRotate : MonoBehaviour {
public float fireRate = 0.2f;
private float lastShot = 0.0f;
private float speed = 33.2f;
private float speed = 33.2f;
public bool check;
void Update()
{
@ -41,7 +40,7 @@ public class testRotate : MonoBehaviour {
// Use this for initialization
void Start () {
}
@ -55,9 +54,9 @@ public class testRotate : MonoBehaviour {
/// </summary>
void FixedUpdate()
{
var theta = 0;// Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
var theta = Time.realtimeSinceStartup * speed % 360.0f; // Position X du player = angle theta
if (check) theta = 0;
var planet = GameObject.Find("Planet").gameObject.GetComponent<PlanetManager>();
@ -68,10 +67,11 @@ public class testRotate : MonoBehaviour {
// var x = r * Mathf.Cos(theta * Mathf.PI / 180);
// var y = r * Mathf.Sin(theta * Mathf.PI / 180); // + y0 du player
// var player = GameObject.Find("CubePlayer").gameObject;
var player = GameObject.Find("CubePlayer").gameObject;
Vector3 pos = planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f);
//player.transform.position = Vector3.Lerp(player.transform.position, new Vector3(x, y, 0 ), Time.deltaTime);
// player.transform.position = Vector3.Lerp(player.transform.position,
// planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
player.transform.position = Vector3.Lerp(player.transform.position,
planet.GetPlanetCoordinatesFromPlayerXY(theta, 0f), Time.fixedDeltaTime);
}
}

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