I’m creating an 2d Game Currently, but my player object just isn’t moving like it should, do you have any idea why this could be?
#region PlayerMovement
if (PlayerPosY < 199) {
PlayerPosY = playerInstance.transform.position.y;
if(! BossArrived){
playerInstance.transform.Translate (Vector3.up * Time.deltaTime * PlayerSpeed);
}
if (Input.GetKey (KeyCode.S)) {
if (PlayerSpeed > 2) {
PlayerSpeed = PlayerSpeed - 1;
}
}
if (Input.GetKey (KeyCode.W)) {
if (PlayerSpeed < 10) {
PlayerSpeed = PlayerSpeed + 1;
}
}
if (Input.GetKey (KeyCode.A)) {
PlayerPosX -= 0.5f;
playerInstance.transform.position += -transform.right * Time.deltaTime * PlayerSpeed;
}
if (Input.GetKey (KeyCode.D)) {
PlayerPosX += 0.5f;
playerInstance.transform.position += transform.right * Time.deltaTime * PlayerSpeed;
}
}
//REVERSED CONTROL ;D
if (PlayerPosY >= 198) {
PlayerPosY = 400;
if(PlayerRotX == 0) {
playerInstance.transform.Rotate (180, 0, 0, Space.World);
PlayerRotX = 1;
}
playerInstance.transform.Translate (Vector2.up * Time.deltaTime * PlayerSpeed);
if (Input.GetKey (KeyCode.S)) {
if (PlayerSpeed < 10) {
PlayerSpeed = PlayerSpeed + 1;
}
}
if (Input.GetKey (KeyCode.W)) {
if (PlayerSpeed > 2) {
PlayerSpeed = PlayerSpeed - 1;
}
}
}
if (Input.GetKey (KeyCode.A)) {
PlayerPosX += 0.5f;
playerInstance.transform.position += transform.right * Time.deltaTime * PlayerSpeed;
}
if (Input.GetKey (KeyCode.D)) {
PlayerPosX -= 0.5f;
playerInstance.transform.position += -transform.right * Time.deltaTime * PlayerSpeed;
}
if (!playerInstance.GetComponent<SpriteRenderer> ().isVisible) {
PlayerPosX = 10;
playerInstance.transform.position = new Vector3 (PlayerPosX, playerInstance.transform.position.y, PlayerPosZ);
}
if (Input.GetKeyDown (KeyCode.P)) {
if (Time.timeScale == 1) {
Time.timeScale = 0;
} else if (Time.timeScale == 0) {
Time.timeScale = 1;
}
}
if (Input.GetKeyDown (KeyCode.Escape)) {
Application.Quit ();
}
#endregion