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Hoverboard Prototype

Discussion in 'Works In Progress - Archive' started by dead_byte_dawn, Aug 19, 2015.

  1. dead_byte_dawn

    dead_byte_dawn

    Joined:
    May 7, 2015
    Posts:
    16
    Last edited: Aug 19, 2015
  2. dead_byte_dawn

    dead_byte_dawn

    Joined:
    May 7, 2015
    Posts:
    16
    Here's the Movement controller script. Please tear it a new one. :D

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. using UnityStandardAssets.CrossPlatformInput;
    4.  
    5. public class hoverscript : MonoBehaviour {
    6.  
    7.     public float speed = 0; // speed in meters per second
    8.  
    9.     public float thrust = 0;
    10.     public Rigidbody2D rb;
    11.  
    12.     void Start() {
    13.         rb = GetComponent<Rigidbody2D>();
    14.     }
    15.     void FixedUpdate() {
    16.         KeyMovement ();
    17.         rb.AddForce(transform.forward * thrust * Time.deltaTime);
    18.     }
    19.  
    20. //    void Update(){
    21. //            KeyMovement();
    22. //    }
    23.     void KeyMovement(){
    24.         Vector3 moveDir = Vector3.zero;
    25.         moveDir.x = Input.GetAxis ("Horizontal"); // get result of AD keys in X
    26.         moveDir.y = Input.GetAxis ("Vertical"); // get result of WS keys in Y
    27.         // move this object at frame rate independent speed:
    28.         transform.position += moveDir * speed * Time.deltaTime;
    29. //        print (moveDir.y);
    30.     }
    31. }
    32.