using UnityEngine;

public class playerController : MonoBehaviour
{
    public float jumpForce;
    public Rigidbody2D rb;
    public bool isGrounded;
    public float moveX;
    public float speedValue;
    public SpriteRenderer spriteRendered;
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    void Update()
    {
        moveX = Input.GetAxis("Horizontal");
        flipFacingDirection();

        rb.linearVelocity = new Vector2 (moveX * speedValue, rb.linearVelocity.y);

        if(Input.GetButton("Jump") && isGrounded)
        {
            rb.AddForce(new Vector2(rb.linearVelocity.x, jumpForce));
        }

    }
    public void flipFacingDirection()
    {
        if (moveX < 0)
        {
            spriteRendered.flipX = true;
        }
        else if (moveX > 0)
        {
            spriteRendered.flipX = false;
        }
    }
    private void OnCollisionEnter2D(Collision2D collision)
    {
        if (collision.gameObject.CompareTag("ground"))
        {
            isGrounded = true;
        }
    }
    private void OnCollisionExit2D(Collision2D collision)
    {
        if (collision.gameObject.CompareTag("ground"))
        {
            isGrounded = false;
        }
    }

}