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;
}
}
}