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My Player only gets hurt on one side

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Right Now i am working on if the player get hit from the enemys in the level, but im only having it work from one side heres my code `public enum DIRECTION { UP, DOWN, LEFT, RIGHT } private bool canMove = true, moving = false; private int speed = 5, buttoncooldown = 0 ; private DIRECTION dir = DIRECTION.DOWN; private Vector3 pos; public int Health = 3; public int numberOfHearts; public bool invinibly = false; public float time = 3; public Image[] hearts; public Sprite emptyheart; public Sprite fullheart; void Update() { if (invinibly == true) { time -= 1 * Time.deltaTime; GetComponent().enabled = false; if (time <= 0) { invinibly = false; } } else { GetComponent().enabled = true; time = 3; } if (Health > numberOfHearts) { Health = numberOfHearts; } for (int i = 0; i < hearts.Length; i++) { if(i < Health) { hearts[i].sprite = fullheart; } else { hearts[i].sprite = emptyheart; } if(i < numberOfHearts) { hearts[i].enabled = true; } else { hearts[i].enabled = false; } } buttoncooldown--; if (canMove) { pos = transform.position; move(); } if (moving) { if (transform.position == pos) { moving = false; canMove = true; move(); } transform.position = Vector3.MoveTowards(transform.position, pos, Time.deltaTime * speed); } //====RayCasts====// RaycastHit2D hitup = Physics2D.Raycast(transform.position, Vector2.up, 1); RaycastHit2D hitdown = Physics2D.Raycast(transform.position, Vector2.down, 1); RaycastHit2D hitright = Physics2D.Raycast(transform.position, Vector2.right, 1); RaycastHit2D hitleft = Physics2D.Raycast(transform.position, Vector2.left, 1); // Only when i go on top of the enemy i get hurt if (hitdown.collider.tag == "Enemy") { if (invinibly == false) { Health -= 1; invinibly = true; } } if (hitup.collider.tag == "Enemy") { if (invinibly == false) { Health -= 1; invinibly = true; } } if (hitleft.collider.tag == "Enemy") { if (invinibly == false) { Health -= 1; invinibly = true; } } if (hitright.collider.tag == "Enemy") { if (invinibly == false) { Health -= 1; invinibly = true; } } }

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