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Question by SkeetokTheOtter · Jun 15, 2016 at 06:16 AM · 2d2d game2d-platformer2d-physics2d animation

Can you improve my animation/movement code? *Bugs in details

So I'm sort of new to 2D game creation. I've successfully animated my character and added controls, etc. However the code is awfully simple and I have a couple of bugs to iron out, could you improve my code on my PlayerManager script?:

 using UnityEngine;
 using System.Collections;
 
 public class PlayerManager : MonoBehaviour {
 
     Animator anim;
     private Rigidbody2D myRigidbody;
     [SerializeField]
     private float movementSpeed;
 
     // Use this for initialization
     void Start () 
     {
         anim = GetComponent<Animator> ();
         myRigidbody = GetComponent<Rigidbody2D> ();
     }
     
     // Update is called once per frame
     void FixedUpdate () 
     {
 
         //Animations
         if (Input.GetKey ("d")) 
         {
             anim.SetInteger ("State", 1);
         }
         if (Input.GetKeyUp ("d")) 
         {
             anim.SetInteger ("State", 0);
         }
 
 
         if (Input.GetKey ("a")) 
         {
             anim.SetInteger ("State", 2);
         }
         if (Input.GetKeyUp ("a")) 
         {
             anim.SetInteger ("State", 3);
         }
 
         float horizontal = Input.GetAxis ("Horizontal");
         HandleMovement (horizontal);
     }
 
     private void HandleMovement(float horizontal)
     {
         myRigidbody.velocity = new Vector2 (horizontal * movementSpeed, myRigidbody.velocity.y);
     }
 }
 

alt text

Here are pictures of my animation setup as well: alt text

The bugs can be seen in this (rushed) GIF: http://i.imgur.com/dT3PdvV.gif?1

  • Weird Sliding delay when changing directions.

  • If I nudge the movement keys enough the walk animation repeats even though there is no movement and the key is not being pressed. (At the end)

So could anybody help me Iron out these bugs and fix my (hackish) code by offering better solutions? Thanks!

bugfixing.png (53.8 kB)
bugfixing2.png (50.4 kB)
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Answer by oranmooney · Jul 07, 2017 at 08:31 PM

**Hope this this helps with ideas, this is where i got my basics from if it helps: https://www.youtube.com/watch?v=Pk3GCgaNVTY**

@SkeetokTheOtter

public class PlayerMove : MonoBehaviour

{ //sounds public AudioSource Hit;

 public string LevelToLoad;

 public float moveSpeed;
 private Animator anim;
 private Rigidbody2D myRigidbody;

 private bool playerMoving;
 private Vector2 lastMove;

 private static bool playerExists;

 public float waitToReload;
 private  bool reloading;
 private bool thePlayer;

 public Transform target;
 public float speedSpawn;
 // Use this for initialization
 void Start () 
 {
     Hit = GetComponent<AudioSource> ();
     thePlayer = gameObject.name == "DemoPlayer";
     anim = GetComponent<Animator>();
     myRigidbody = GetComponent<Rigidbody2D>();

     if(!playerExists)
     {
         playerExists = true;
         DontDestroyOnLoad(transform.gameObject);
     }else{
         
         Destroy (gameObject);
         }
         
     }
     
 
 // Update is called once per frame
 void FixedUpdate () 
 {
     playerMoving = false;

     if(Input.GetAxisRaw("Horizontal") > 0.5f || Input.GetAxisRaw("Horizontal") < -0.5f )
     {
         //transform.Translate (new Vector3(Input.GetAxisRaw("Horizontal") * moveSpeed * Time.deltaTime, 0f, 0f));
         myRigidbody.velocity = new Vector2(Input.GetAxisRaw("Horizontal") * moveSpeed, myRigidbody.velocity.y);
         playerMoving = true;
         lastMove = new Vector2(Input.GetAxisRaw("Horizontal"), 0f);
     }

 
     if (Input.GetKeyDown(KeyCode.Escape))
     {

     }

     {

         if(Input.GetAxisRaw("Vertical") > 0.5f || Input.GetAxisRaw("Vertical") < -0.5f )
         {
             //transform.Translate (new Vector3(0f, Input.GetAxisRaw("Vertical") * moveSpeed * Time.deltaTime, 0f));
             myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, Input.GetAxisRaw("Vertical")* moveSpeed);
             playerMoving = true;
             lastMove = new Vector2(0f, Input.GetAxisRaw("Vertical"));
         }

         if(Input.GetAxisRaw("Horizontal") < 0.05f && Input.GetAxisRaw("Horizontal") > -0.5f)
         {
             myRigidbody.velocity = new Vector2(0f, myRigidbody.velocity.y);
         }
         if(Input.GetAxisRaw("Vertical") < 0.5f && Input.GetAxisRaw("Vertical") > -0.5f )
         {
             myRigidbody.velocity = new Vector2(myRigidbody.velocity.x, 0f);
         }


         anim.SetFloat("MoveX", Input.GetAxisRaw("Horizontal"));
         anim.SetFloat("MoveY", Input.GetAxisRaw("Vertical"));
         anim.SetBool("PlayerMoving", playerMoving);
     }

 }


 IEnumerator OnCollisionEnter2D(Collision2D other)

{ if(other.gameObject.tag == "Enemy") while(true) {

         playerExists = false;
         yield return new WaitForSeconds(1);
         playerExists = true;
         myRigidbody.velocity = new Vector2(Input.GetAxisRaw("Horizontal") * moveSpeed, myRigidbody.velocity.y);
         playerMoving = true;
         Debug.Log("PlayerKilled...Respawning");
         }
     
     }

}

alt text

alt text


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