Grappling hook 2d

Hi, I’ve never ever made a game before. I don’t understand C# as much as I would like to. I only know basic stuff like public class is making a variable and void update updates every frame. I’m making a project that I have been planning on for a year now. I sit down on my laptop and suddenly realize I don’t know how to code. Long story short, I need some help coding a grappling hook.

I have looked for tutorials online, but I’m scared that most of them might mess up my current code. And if they don’t mess it up, they usually aren’t what I want, like the grappling hook clinging on to the mouse. No, I want that when you fire the grappling hook, the needle at the end will stick to the surface of the platform so you can swing, kinda like Spiderman.

If anyone can help me, I’ll be very grateful.

My current code for basic platforming is:
Note that I got this from a tutorial and don’t understand what half of it means

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Pcontroler : MonoBehaviour
{
    Rigidbody2D rb;
    public float speed;
    public float forcejump;
    bool isGrounded = false;
    public Transform isGroundedChecker;
    public float checkGroundRadius;
    public LayerMask groundLayer;
    public float fallMultiplier = 2.5f;
    public float lowJumpMultiplier = 2f;
    public float rememberGroundedFor;
    float lastTimeGrounded;
    public int defaultAdditionalJumps = 1;
    int additionalJumps;


    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    // Update is called once per frame
    void Update()
    {
        Move();
        Jump();
        BetterJump();
        CheckIfGrounded();
    }

    void Move()
    {
        float x = Input.GetAxisRaw ("Horizontal");
        float moveBy = x * speed;
        rb.velocity = new Vector2(moveBy, rb.velocity.y);
    }

    void Jump()
    {
        if(Input.GetKeyDown(KeyCode.Space) && (isGrounded || Time.time - lastTimeGrounded <= rememberGroundedFor || additionalJumps > 0))
        {
            rb.velocity = new Vector2(rb.velocity.x, forcejump);
            additionalJumps--;
        }
    }

    void CheckIfGrounded()
    {
        Collider2D colliders = Physics2D.OverlapCircle(isGroundedChecker.position, checkGroundRadius, groundLayer);
        if (colliders != null)
        {
            isGrounded = true;
            additionalJumps = defaultAdditionalJumps;
        }
        else
        {
            if (isGrounded)
            {
                lastTimeGrounded = Time.time;
            }
            isGrounded = false;
        }
    }


    void BetterJump()
    {
        if (rb.velocity.y < 0)
        {
            rb.velocity += Vector2.up * Physics2D.gravity * (fallMultiplier - 1) * Time.deltaTime;
        }
        else if (rb.velocity.y > 0 && !Input.GetKey(KeyCode.Space))
        {
            rb.velocity += Vector2.up * Physics2D.gravity * (lowJumpMultiplier - 1) * Time.deltaTime;
        }
    }


}

Then don’t put it in your current code.

The idea is you do the tutorial in isolation until you understand 100% of the principles involved, then you can apply them anywhere you need.

If you are doing tutorials any other way, you’re just wasting time and Youtube bandwidth.

Tutorials and example code are great, but keep this in mind to maximize your success and minimize your frustration:

How to do tutorials properly, two (2) simple steps to success:

Tutorials are a GREAT idea. Tutorials should be used this way:

Step 1. Follow the tutorial and do every single step of the tutorial 100% precisely the way it is shown. Even the slightest deviation (even a single character!) generally ends in disaster. That’s how software engineering works. Every step must be taken, every single letter must be spelled, capitalized, punctuated and spaced (or not spaced) properly, literally NOTHING can be omitted or skipped.

Fortunately this is the easiest part to get right: Be a robot. Don’t make any mistakes.
BE PERFECT IN EVERYTHING YOU DO HERE!!

If you get any errors, learn how to read the error code and fix your error. Google is your friend here. Do NOT continue until you fix your error. Your error will probably be somewhere near the parenthesis numbers (line and character position) in the file. It is almost CERTAINLY your typo causing the error, so look again and fix it.

Step 2. Go back and work through every part of the tutorial again, and this time explain it to your doggie. See how I am doing that in my avatar picture? If you have no dog, explain it to your house plant. If you are unable to explain any part of it, STOP. DO NOT PROCEED. Now go learn how that part works. Read the documentation on the functions involved. Go back to the tutorial and try to figure out WHY they did that. This is the part that takes a LOT of time when you are new. It might take days or weeks to work through a single 5-minute tutorial. Stick with it. You will learn.

Step 2 is the part everybody seems to miss. Without Step 2 you are simply a code-typing monkey and outside of the specific tutorial you did, you will be completely lost. If you want to learn, you MUST do Step 2.

Of course, all this presupposes no errors in the tutorial. For certain tutorial makers (like Unity, Brackeys, Imphenzia, Sebastian Lague) this is usually the case. For some other less-well-known content creators, this is less true. Read the comments on the video: did anyone have issues like you did? If there’s an error, you will NEVER be the first guy to find it.

Beyond that, Step 3, 4, 5 and 6 become easy because you already understand!

Finally, when you have errors…

Remember: NOBODY here memorizes error codes. That’s not a thing. The error code is absolutely the least useful part of the error. It serves no purpose at all. Forget the error code. Put it out of your mind.

The complete error message contains everything you need to know to fix the error yourself.

The important parts of the error message are:

  • the description of the error itself (google this; you are NEVER the first one!)
  • the file it occurred in (critical!)
  • the line number and character position (the two numbers in parentheses)
  • also possibly useful is the stack trace (all the lines of text in the lower console window)

Always start with the FIRST error in the console window, as sometimes that error causes or compounds some or all of the subsequent errors. Often the error will be immediately prior to the indicated line, so make sure to check there as well.

All of that information is in the actual error message and you must pay attention to it. Learn how to identify it instantly so you don’t have to stop your progress and fiddle around with the forum.