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Question by BTStone · May 20, 2012 at 03:25 PM · 2diosiphonejumpcharacter controller

[Character Controller] Jump-Movement in other direction while beeing in midair

Hey there,

so i managed to move my character with a character collider (via vectors and .SimpleMove) Everything works quite well, except the Jump. I am working on an iOS 2D Plattformer game, so i have four Buttons (Move Left, Move Right, Attack and Jump) The Jump-Button does it's job, but there is a little problem.

These are the four scenarios:

  • when i move to the left (pressing the MoveLeft-Button, the Character flips to the left) AND the Jump-Button it's jumping to the left and playing the Jump-Animation. Everything allright.

  • when i move to the right (pressing the MoveRight-Button, the Character flips to the right) AND the Jump-Button it's jumping to the right and playing the Jump-Animation. Everything allright.

  • when i jump (pressing the Jump-Button, the Character plays the Jump-Animation) AND the MoveLeft-Button it's moving in midair to the left and playing the Jump-Animation to the end. Everything allright.

  • when i jump (pressing the Jump-Button, the Character plays the Jump-Animation) AND the MoveRight-Button it's moving in midair to the right and playing the Jump-Animation to the end. Everything allright.

BUT:

when i press the MoveLeft-Button and then the Jump Button to get in midair AND then pressing the MoveRIGHT-Button the Character flips to the right but moves in the left direction. Same behaviour vice versa.

Here is an excerpt of my code:

 void moving ()
 {
     isButtonDown = false;

     
     foreach (Touch touch in Input.touches) {
         
         if (guiTexture.HitTest (touch.position)) {
             
             isButtonDown = true;
                     
                             
             if (touch.phase != TouchPhase.Ended && touch.phase != TouchPhase.Canceled) {
                 
                 if (!lookRight) {
                     player.GetComponent<exSprite> ().HFlip ();
                     lookRight = true;
                     script2.lookLeft = false;
                 }
                 
                 if (script.inAir == true) {
                                             
                     direction = transform.TransformDirection (Vector3.right);
                     controller.SimpleMove (direction * speed);
                     
                     Debug.Log ("IN DER LUFT RECHTS!");
                 } else {
                     
                     script.inAir = false;
                     lookRight = true;
                     
                     direction = transform.TransformDirection (Vector3.right);
                     controller.SimpleMove (direction * speed);

                     
                     if (!player.GetComponent<exSpriteAnimation> ().IsPlaying ("RitterMove")) {
                         player.GetComponent<exSpriteAnimation> ().Play ("RitterMove");
                         playingAnim = true;
                 
                     }
                 }
             } else if (touch.phase == TouchPhase.Ended) {
                 
                 playingAnim = false;
                 
                 if (playingAnim == false) {
                     player.GetComponent<exSpriteAnimation> ().IsPlaying ("RitterMove");
                     player.GetComponent<exSpriteAnimation> ().Stop ();

                 }
                 
             }
         }
     }
             
 
 }    



That was the moving()-Method in the MoveRight-Script which is called in the Update()-Method, the MoveLeft-Script is pretty much the same, except the Vector3 goes to the left, not to the right.

Here is the jump-method:

 void LateUpdate ()
 {        
     direction.y -= gravity * Time.fixedDeltaTime;
     
     // Move the controller
     
     controller.Move(direction * Time.fixedDeltaTime); 
     
     if(controller.isGrounded)
     {
         inAir = false;
         canJump = true;
         Debug.Log("BIN AM BODEN!");
     }
     
 }
     
 void jumpAction ()
 {
     
 
     foreach (Touch touch in Input.touches) {
         
         if (controller.isGrounded) {
             canJump = true;
             inAir = false;
             
             if (touch.phase != TouchPhase.Ended && touch.phase != TouchPhase.Canceled && guiTexture.HitTest (touch.position) && canJump == true) {
                 inAir = true;
                 canJump = false;

                 direction = new Vector2 (0, 0);
                 //direction = player.transform.TransformDirection (direction);
                 direction.y = jumpSpeed;


                 if(!player.GetComponent<exSpriteAnimation>().IsPlaying("RitterSprung"))
                 {
                     player.GetComponent<exSpriteAnimation>().SetDefaultSprite();
                 }
                                     
                 if (inAir) {
                     

                     
                     if (!player.GetComponent<exSpriteAnimation> ().IsPlaying ("RitterSprung")) {
                         player.GetComponent<exSpriteAnimation> ().Play ("RitterSprung");
                     }
                 }
                 
             } else if (touch.phase == TouchPhase.Ended) {
                 
                 if (player.GetComponent<exSpriteAnimation> ().IsPlaying ("RitterSprung"))
                     player.GetComponent<exSpriteAnimation> ().Stop ();
                 
                 if(controller.isGrounded)
                 {
                     player.GetComponent<exSpriteAnimation>().SetDefaultSprite();

                 }
             }
         } else {    
             inAir = true;
         }
     }
 }




Am i missing something? Is there a mistake somewhere? I appreciate any help :) (I'm sitting for hours in front of this problem...I

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