Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Dthobbs · Apr 24, 2016 at 10:55 PM · javascript2d-platformerenemy ai

2D Enemy patrol using javascript

I have a javascript code for enemy patrol that I translated from C#. I am not flagging any errors from it, but my enemy flips back and forward rapidly and does not patrol. basically using a linecast to detect the edge of a platform and flip once the edge is detected. any help would be awesome!

javascript code

 #pragma strict
 
 public var speed : float;
 public var enemyMask : LayerMask;
 private var myBody : Rigidbody2D;
 private var myTrans : Transform;
 private var myWidth : float;
 private var lineCastPos : Vector2;
 private var isGrounded : boolean;
 private var currRot : Vector3;
 
 
 function Start () {
     myTrans = this.transform;
     myBody = this.GetComponent(Rigidbody2D);
     myWidth = this.GetComponent(SpriteRenderer).bounds.extents.x;
 }
 
 function FixedUpdate () {
 
     var lineCastPos : Vector2 = myTrans.position - myTrans.right * myWidth;
     var isGrounded : boolean = Physics2D.Linecast (lineCastPos, lineCastPos + Vector2.down, enemyMask);
     if (!isGrounded) {
         currRot = myTrans.eulerAngles;
         currRot.y += 180;
         myTrans.eulerAngles = currRot;
         }
 
         var myVel : Vector2 = myBody.velocity;
         myVel.x = -myTrans.right.x * speed;
         myBody.velocity = myVel;
 }

c# code

 using UnityEngine;
 using System.Collections;
 
 public class Enemytest : MonoBehaviour {
     public float speed;
     public LayerMask enemyMask;
     Rigidbody2D myBody;
     Transform myTrans;
     float myWidth;
 
     // Use this for initialization
     void Start () {
         myTrans = this.transform;
         myBody = this.GetComponent<Rigidbody2D> ();
         myWidth = this.GetComponent<SpriteRenderer> ().bounds.extents.x;
 
     }
     
     // Update is called once per frame
     void FixedUpdate () {
 
         Vector2 lineCastPos = myTrans.position - myTrans.right * myWidth;
         bool isGrounded = Physics2D.Linecast (lineCastPos, lineCastPos + Vector2.down, enemyMask);
 
         if (!isGrounded) {
             Vector3 currRot = myTrans.eulerAngles;
             currRot.y += 180;
             myTrans.eulerAngles = currRot;
         }
 
         Vector2 myVel = myBody.velocity;
         myVel.x = -myTrans.right.x * speed;
         myBody.velocity = myVel;
     }
 }
 

the C# code works perfectly

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by TBruce · Apr 24, 2016 at 11:22 PM

@Dthobbs

Try getting rid of the 2 extra private defines that you added

 private var lineCastPos : Vector2;
 private var isGrounded : boolean;
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Dthobbs · Apr 24, 2016 at 11:27 PM 0
Share

@$$anonymous$$avina Ok I deleted the two private defines and set them in the function, and I'm still getting the same problem. I set the enemy mask to everything except the enemy layer, and set the layer to "enemy". Still nothing. Any ideas?

 #pragma strict
 
 public var speed : float;
 public var enemy$$anonymous$$ask : Layer$$anonymous$$ask;
 private var myBody : Rigidbody2D;
 private var myTrans : Transform;
 private var myWidth : float;
 
 
 
 
 function Start () {
     myTrans = this.transform;
     myBody = this.GetComponent(Rigidbody2D);
     myWidth = this.GetComponent(SpriteRenderer).bounds.extents.x;
 }
 
 function FixedUpdate () {
 
      var lineCastPos : Vector2 = myTrans.position - myTrans.right * myWidth;
      var isGrounded : boolean = Physics2D.Linecast (lineCastPos, lineCastPos + Vector2.down, enemy$$anonymous$$ask);
     if (!isGrounded) {
         var currRot : Vector3 = myTrans.eulerAngles;
         currRot.y += 180;
         myTrans.eulerAngles = currRot;
         }
 
         var myVel : Vector2 = myBody.velocity;
         myVel.x = -myTrans.right.x * speed;
         myBody.velocity = myVel;
 }

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

74 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Enemy movement in javascript? 1 Answer

enemy patrolling using javascript??? 0 Answers

How to have multiple enemies (currently having to kill them in order) 1 Answer

Enemy AI movement Problems 1 Answer

Random Number keeps generating over and over 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges