Fulfinsen
Fulfinsen
CC#
Created by Fulfinsen on 9/24/2023 in #help
❔ Score increment
Hello. I followed a tutorial on youtube on how to make a small 2D mobile game using Unity. There are some boxes falling from the sky and you (the player) need to dodge them by taping either left or right side of the screen. Everything works fine, but everytime the boxes reaches the middle of the screen, the score increments. How can I do so that the score will increase after the player dodges the box? I will write the code in the thread
10 replies
CC#
Created by Fulfinsen on 9/21/2023 in #help
❔ 2D player movement
Hello. I am following an Unity course for making a 2D game and I am at the part where I need to make my player move. I have wrote the code, but I get the same error on 2 lines of code: Cannot access non-static method blank in static context. This is the code (I am getting that error on var absVelX = Mathf.Abs(Rigidbody2D.velocity.x); at velocity and Rigidbody2D.AddForce(new Vector2(forceX, forceY)); at AddForce:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
public float speed = 10f;
public Vector2 maxVelocity = new Vector2(3, 5);


// Update is called once per frame
void Update()
{
var forceX = 0f;
var forceY = 0f;

var absVelX = Mathf.Abs(Rigidbody2D.velocity.x);


if (Input.GetKey("right"))
{
if (absVelX < maxVelocity.x)
forceX = speed;
}else if (Input.GetKey("left"))
{
if (absVelX < maxVelocity.x)
forceX = -speed;
}

Rigidbody2D.AddForce(new Vector2(forceX, forceY));
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
public float speed = 10f;
public Vector2 maxVelocity = new Vector2(3, 5);


// Update is called once per frame
void Update()
{
var forceX = 0f;
var forceY = 0f;

var absVelX = Mathf.Abs(Rigidbody2D.velocity.x);


if (Input.GetKey("right"))
{
if (absVelX < maxVelocity.x)
forceX = speed;
}else if (Input.GetKey("left"))
{
if (absVelX < maxVelocity.x)
forceX = -speed;
}

Rigidbody2D.AddForce(new Vector2(forceX, forceY));
}
}
24 replies