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0
Question by mightybob · Jan 19, 2015 at 03:49 AM · javascriptshootstraight

How to shoot a puck straight? (JS)

Hello, working on a hockey game, trying to get my player to shoot a puck straight, right now he shoots it, but if he's moving diagonally the puck shoots at a 45 degree angle, and even when he's straight the puck goes a few degrees up or down.

Here is my code:

The shoot puck function:

 public function shootPuck(shootPower:Vector3) {
 
     
     Player = null;
     
     followPlayer = false;
     
     if (shootPower.x != 0) {
     
     rigidbody.velocity.x = shootPower.x;
     
     }
     
     if (shootPower.y != 0) {
     
     rigidbody.velocity.y = shootPower.y;
     
     }
     
     if (shootPower.z != 0) {
     
     rigidbody.velocity.z = shootPower.z;
     
     }
     
     Physics.IgnoreCollision(Player.collider, collider);
     
 }


The code that executes the function:

 if (Input.GetKey(KeyCode.Space) && puck.GetComponent(puckScript).Player == gameObject) {
 
     if (pointingRight) {
     
     puck.GetComponent(puckScript).shootPuck(Vector3(5,0,0));
     
     } else {
     
     puck.GetComponent(puckScript).shootPuck(Vector3(-5,0,0));
     
     }
 
 }

And the code that moves the player, just incase that may be affecting anything.

 if (Input.GetKey("w"))
  {
  rigidbody.velocity.z += (speed-rigidbody.velocity.z)/ease;
  }
   
  if (Input.GetKey("a"))
   {
  rigidbody.velocity.x += (-speed-rigidbody.velocity.x)/ease;
  
  transform.localScale.x = -originalScaleX;
  
  pointingRight = false;
  
   }
   
  if (Input.GetKey("s"))
   {
  rigidbody.velocity.z += (-speed-rigidbody.velocity.z)/ease;
   }
   
  if (Input.GetKey("d"))
   {
   rigidbody.velocity.x += (speed-rigidbody.velocity.x)/ease;
   
   transform.localScale.x = originalScaleX;
   
   pointingRight = true;
   }


Any help on this would be great, as I'm stumped right now.

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