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Question by Kolar · May 08, 2013 at 01:00 AM · 2djavascript2d-platformer

2D Character Movement Issues

I have created a 2D player movement script that works perfectly, aside from one issue. When the character is facing left, the sprite continues to move right. I have a feeling it's to do with the code starting with 'if(Input.GetKeyDown("left"))'.

The question: How do I make the sprite face left as well as move left, rather than facing left then going right?

Here is the full movement script:

 #pragma strict
 
     var speed : float = 6.0;
     var jumpSpeed : float = 15.0;
     var gravity : float = 20.0;
     
     private var moveDirection : Vector3 = Vector3.zero;
 
 function Start () 
 {
 }
 
 function Update () 
 {
     var controller : CharacterController = GetComponent(CharacterController);
     
     if(controller.isGrounded)
     {
         
         moveDirection = Vector3( Input.GetAxis("Horizontal"), 0, 0 );
         
         moveDirection = transform.TransformDirection ( moveDirection );
         
         moveDirection *= speed;
         
             if( Input.GetButton ("Jump"))
         {
             moveDirection.y = jumpSpeed;
         }    
     }
     
             if(Input.GetKeyDown("left"))
         {
             transform.rotation = Quaternion.Euler(0,180,0);
         }
             if(Input.GetKeyDown("right"))
         {
             transform.rotation = Quaternion.Euler(0,0,0);
         }
     
     moveDirection.y -= gravity * Time.deltaTime;
     controller.Move (moveDirection * Time.deltaTime);
 }
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Answer by GreyHat · Apr 02, 2014 at 08:23 AM

Create a variable to determine which direction you are facing (not in the update function):

 private var faceDirection : int; //0 = right, 1 = left

Then, set it when you change directions:

     if(Input.GetKeyDown("left"))
         {
             faceDirection = 1;
             transform.rotation = Quaternion.Euler(0,180,0);
         }
     if(Input.GetKeyDown("right"))
         {
             faceDirection = 0;
             transform.rotation = Quaternion.Euler(0,0,0);
         }

Lastly, when you are updating your movement, check which direction you are facing. Return a positive when facing right, and a negative when facing left:

          if (faceDirection == 0)//facing right
             {
                 moveDirection = Vector3( Input.GetAxis("Horizontal"), 0, 0 );
             }
         else if (faceDirection == 1)//facing left
             {
                 moveDirection = Vector3( -Input.GetAxis("Horizontal"), 0, 0 );
             }

Hope that helps :)

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