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Lock player movement only to x when moving on x, and lock movement only to y when moving on y

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Hi, I'm trying to make an iOS 3D game. I've just got into programming so I'm still not familiar with, well, alot. I want my player to move only on x axis (up or down) when I swipe my finger across it, and only on y (up or down) when I swipe across y. So far I've managed to lock movement to x only (least I think so as it works in test mode), but when I try to write the code for y axis movement, visual studio gives an error for ...GetAxis(0, ("Vertical"))); CS1503 Argument 1: cannot convert from 'int' to 'char'8. Can anyone help please? Also, player needs to move forward automatically, hence, transform.Translate(Vector3.forward * Time.deltaTime * speed, Space.World); . - this part works fine. Thank you for your time in advance. void Start () { mybody = this.GetComponent < Rigidbody> (); } void FixedUpdate() { transform.Translate(Vector3.forward * Time.deltaTime * speed, Space.World); if (CnInputManager.GetAxis("Horizontal") < 0) { moveDirection = new Vector2(CnInputManager.GetAxis("Horizontal"), 0); moveDirection = transform.TransformDirection(-moveDirection); moveDirection = -moveDirection * speed * moveForce * Time.deltaTime; mybody.AddForce(moveForce * -moveDirection); } else if (CnInputManager.GetAxis("Horizontal") > 0) { moveDirection = new Vector2(CnInputManager.GetAxis("Horizontal"), 0); moveDirection = transform.TransformDirection(-moveDirection); moveDirection = -moveDirection * speed * moveForce * Time.deltaTime; mybody.AddForce(moveForce * -moveDirection); } else if (CnInputManager.GetAxis("Vertical") < 0) { moveDirection = new Vector2(CnInputManager.GetAxis(0, ("Vertical"))); moveDirection = transform.TransformDirection(moveDirection); moveDirection = moveDirection * speed * moveForce * Time.deltaTime; mybody.AddForce(moveForce * moveDirection); } else if (CnInputManager.GetAxis("Vertical") < 0) { moveDirection = new Vector2(CnInputManager.GetAxis(0, ("Vertical"))); moveDirection = transform.TransformDirection(-moveDirection); moveDirection = -moveDirection * speed * moveForce * Time.deltaTime; mybody.AddForce(moveForce * -moveDirection); } } }

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