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Question by robertmanole · Sep 26, 2017 at 06:30 PM · c#2dcurvemotionsine-wave

How to make a curve motion change direction fluidly on click

Hello folks, I have a problem with a script on a game that I am developing. It is a game where I made a curve motion algorithm for the player, but the problem is that when I double tap the player is changing direction in jagged way. alt text

alt text

In the first picture you can see that the motion, on single tap, is like a sine wave but in the second picture you can see, on double tap, the second diris

This is the script

 When player clicks we change direction
     if (Input.GetKeyDown(KeyCode.Mouse0))
             {
                 if (moveStraight && mr.alive)
                     moveStraight = false;
                // the player is on the curve 
                 changing = true;
                 ChangeDirection();
       
             }
 
 Reset where the curve starts in order to put the player on top of the curve 
     void ChangeDirection()
         {
             startup = 0f;
             currentXPosition = transform.position.x;
             direction *= -1;
         }
 
 
     void Move()
         {
             //player goes down every frame
             tempPosition.y -= verticalSpeed * Time.deltaTime;
             //if player has pressed the button he's not going straight anymore
              if (!moveStraight)
             {
                 if (changing)
                 {
                     //variable to follow player on the curve depending on time
                     startup += Time.deltaTime;
                     //!!!!!!!
                     //!!!!!!!!
                     //!!!!!!!!
                     //calculus moves player on the curve
                     calculus = direction * amplitude * Mathf.Sin(startup * horizontalSpeed);
                     //add calculus to the moving vector
                     tempPosition.x = calculus + currentXPosition;
 
                     //if player finished the curve keep the trajectory
                     if (Mathf.Sin(startup * horizontalSpeed) <= 0f)
                     {
                         changing = false;
                         calculus = direction * amplitude * horizontalSpeed;
                     }
                 }
     
                 else
                 {
                     tempPosition.x -= calculus * Time.deltaTime;
                 }
                 dir = transform.position - tempPosition;
                 float angle = Mathf.Atan2(dir.y, dir.x) * Mathf.Rad2Deg;
                 transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward);
             }
             
             transform.position = tempPosition;
             
         }

Can you give me a solution for this type of motion that I want?

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avatar image MaxGuernseyIII · Sep 26, 2017 at 07:09 PM 0
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The naive answer is "just make double-tap do what single-tap does".

People are going to need to see the code to know what is wrong.

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