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Question by SimplyMabu · Apr 06, 2018 at 12:08 AM · 2dmovementgetaxisrunningdouble-tap

Maintaining Run on direction change (double tap using GetAxis)

So I have some code that is used to detect when a button is double tapped and makes the player run

  //senses if a button is pressed twice fast enough to let the player run
             if (hzH == 2) 
             {
             //and resets the counter for button presses
                 pressedTime = 0;
                 hzH = 0;
     
             //This is used to sense if a button was pressed twice in a way that moves you on the X Axis
                 if (doubleTapRun == true)
                     running = true;
     
             }
             if (hzH == 1) 
             {
         //starts the countdown on the first press
                 pressedTime += Time.deltaTime;
                 //Debug.Log ("why tho??");
             }
             if (Input.GetAxis ("Horizontal") != 0) 
             {
                 if (Input.GetAxis ("Horizontal") != 0 && hzH < 2) 
                 {
         //senses X Axis movement
                     hzSwitch = true;
                     doubleTapRun = true;
                 }
             } 
             else if (hzSwitch && pressedTime <= 0.5f) 
                 
             {
         //confirms single tap
                 if (hzH == 0) {
                     running = false;
                     doubleTapRun = false;
                     hzH = 1;
                     hzSwitch = false;
                 }
     
                 else if (hzH == 1) 
                 {
         //confirms double tap
                     hzH = 2;
                     hzSwitch = false;
                 }
             }
             if (hzH == 1 && pressedTime >= 0.5f) 
             {
         //confirms that second tap didnt happen in time
                 pressedTime = 0;
                 hzH = 0;
             }
         //makes it so running cannot be true if not on the ground
             if (ground == false)
                 running = false;

             

then later in the code you get this

  GetComponent<Rigidbody2D> ().velocity = new Vector2 (move * maxS, GetComponent<Rigidbody2D> ().velocity.y);
                 if (running == true)
                     GetComponent<Rigidbody2D> ().velocity = new Vector2 (move * dashS, GetComponent<Rigidbody2D> ().velocity.y);
 

with dashS being the running speed

but upon implementing it this way, I realized that it didn't 100% the way I wanted, because I also want it to, if the player is running right, and then goes left, to continue to run, only to stop running if they go from going right or left to going neither, but I'm not sure if I can make that work with the current code, or if I'd have to rework my idea of how to make the running work altogether and I'm drawing a blank Any ideas?

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