Having a huge problem figuring out how to do a grid-based movement or tile based movement. Somewhat similar to Nitrome's Redungeon: Can't really post an image: so here's a gif. http://www.eneminds.com/redungeon/img/gifs/gif_1.gif
I figured I should create a grid system. I thought this was easy just like the old games(Pokemon etc.) Not sure how to do that though. But I also want the movement to be fast.
Unity has its own implementation of tilemaps which should allow you to build the background aka the ground you walk on: https://docs.unity3d.com/Manual/Tilemap.html
Furthermore, Unity provides more 2d content to help you build things right here: https://github.com/Unity-Technologies/2d-extras
Collisions are outlined in numerous tutorials found on here: https://unity3d.com/learn/tutorials/s/2d-game-creation
To make a game like the one in the animated GIF, is not easy . This is especially the case if you're new to game dev, so don't expect easy solutions.
You might want to check out the Unity Asset Store for a quick 'n dirty way of getting tile-based movement, but this as always will come with a price and will not help you learn. https://assetstore.unity.com/
With regards to movement speed, this is always just a variable in your game which can be tuned to your preference. In the case of a tile based game it would correspond to the time it takes for the character to be visually shifted from one tile to another. Try reading up on Lerping which is a part of the Unity engine. https://docs.unity3d.com/ScriptReference/Vector3.Lerp.html
I was able to pull it off. I just modified the input a little from the RogueLike Tutorial from Unity's Learn Section.
So This is the code responsible for movement
void Move(string direction_string)
{
ChangeDirection(direction_string);
Vector2 start = transform.position;
Vector2 end = start + direction;
boxCollider.enabled = false;
hit = Physics2D.Linecast(start, end, blockingLayer);
boxCollider.enabled = true;
if (hit.transform == null) {
StartCoroutine(Movement(end));
animator.SetTrigger(direction_string);
return;
} else {
moveSequence.RemoveAt(0);
animator.SetTrigger(direction_string);
return;
}
}
void ChangeDirection(string direction_string)
{
switch (direction_string) {
case "up":
direction = dir_Up;
break;
case "down":
direction = dir_Down;
break;
case "left":
direction = dir_Left;
break;
case "right":
direction = dir_Right;
break;
}
}
IEnumerator Movement(Vector3 end)
{
moving = true;
float sqrRemainingDistance = (transform.position - end).sqrMagnitude;
while (sqrRemainingDistance > float.Epsilon) {
Vector3 newPosition = Vector3.MoveTowards(rb2D.position, end, moveSpeed * Time.deltaTime);
rb2D.MovePosition(newPosition);
sqrRemainingDistance = (transform.position - end).sqrMagnitude;
yield return null;
}
currentPos = end;
moveSequence.RemoveAt(0);
moving = false;
}
}
Here is what's responsible for input
void FixedUpdate ()
{
if (moveSequence.Count > 0 && !moving) {
Move(moveSequence[0]);
}
}
Then just hook it up to an Update() function that listens to button press and add a list item to moveSequence List like
moveSequence.Add("up");
Just did a code like this for someone on reddit, came here to see if its been asked before. I know I'm 2 years late but here it goes in case anyone needs it.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameController : MonoBehaviour
{
// a script created so that a player always moves one direction at a time on a grid.
// It uses a plane with even width and height to make a grid
// - if needed, turn off the mesh renderer so that you dont see the tiled grid.
// the game object we use to create a grid. Should be a plane with an even width and height.
public GameObject tile_object;
// grid x and y sizes, set them to odd numbers
public float x_grid_size, y_grid_size;
// List of all our floor tiles
Dictionary<(float x, float y), GameObject> floor_list = new Dictionary<(float x, float y), GameObject>();
// Reference to the player prefab
public GameObject player;
// reference to player character
private GameObject player_character;
// a tool used for debugging
bool debugging = true;
//check if player is moving
bool player_is_moving = false;
(float x, float y) players_current_tile;
// players speed
public float player_speed = 35f;
// used in calculating movements
(float x, float y) to_tile;
//used to calculate movement
Vector3 to_pos;
// Start is called before the first frame update
void Start()
{
// put the player into the scene
player_character = Instantiate(player, Vector3.zero, player.transform.rotation);
// Sets the Middle Tile and checks grid is odd
SetMiddleTile();
// create a floor grid to help us visualize our play field.
CreateGrid();
}
// Update is called once per frame
void Update()
{
PlayerMovement();
MovePlayer();
}
// gets inputs on A S W D keys for movement
void PlayerMovement() {
if (Input.GetKeyDown(KeyCode.W)){
PlayerInput((0, 1));
}
if (Input.GetKeyDown(KeyCode.A))
{
PlayerInput((-1, 0));
}
if (Input.GetKeyDown(KeyCode.S))
{
PlayerInput((0, -1));
}
if (Input.GetKeyDown(KeyCode.D))
{
PlayerInput((1, 0));
}
}
// simplifies player entries, and gets input directional data
void PlayerInput((float x, float y) input)
{
if (!player_is_moving)
{
(float x, float y) to_tile_check = (players_current_tile.x + input.x, players_current_tile.y + input.y);
if (floor_list[to_tile_check] != null)
{
player_is_moving = true;
to_tile = (players_current_tile.x + input.x, players_current_tile.y + input.y);
to_pos = floor_list[to_tile].transform.position;
}
}
}
// used to move the player
void MovePlayer()
{
if (player_is_moving)
{
player_character.transform.position = Vector3.MoveTowards(player_character.transform.position, to_pos, Time.deltaTime * player_speed);
if (player_character.transform.position == to_pos)
{
players_current_tile = to_tile;
player_is_moving = false;
}
}
}
// used to create the floor grid
void CreateGrid()
{
// Create an empty to hold our floor grid
GameObject grid_empty = new GameObject();
grid_empty.name = "grid_floor";
// get the size of our floor tile so we know how far to space them.
float tile_size = tile_object.GetComponent<MeshRenderer>().bounds.size.x;
// create an offset so the grid is always centered in game view
Vector3 offSet = new Vector3((x_grid_size * tile_size) / 2 - (tile_size / 2), 0, (y_grid_size * tile_size)/2 - (tile_size / 2));
// iterate to create tiles on x axis
for (int x = 0; x < x_grid_size; x++)
{
// iterate to create tiles on y axis
for (int y = 0; y < y_grid_size; y++)
{
// instantiate new tile
GameObject floor_tile = Instantiate(tile_object, (new Vector3(x * tile_size, 0, y * tile_size) - offSet), tile_object.transform.rotation);
floor_tile.name = "flr_x: " + (x + 1) + " y:" + (y + 1);
// set the parent to grid empty so the scene isnt filled with objects and all floor tiles are neatly centerd
floor_tile.transform.parent = grid_empty.transform;
// add the tile to our dictionary.
floor_list.Add(((x + 1),(y + 1)), floor_tile);
}
}
if (debugging) { print("Created Floors: " + (x_grid_size * y_grid_size) + " Floor List Size: " + floor_list.Count);}
}
// sets the middle tile the player is spawned on, also checks to make sure grid size is set correctly
void SetMiddleTile()
{
// these check to make sure grid size isnt 0 and are odd
if (x_grid_size == 0 && y_grid_size == 0) { print("Forgot to set grid size! setting default to 7x and 7y"); x_grid_size = 7; y_grid_size = 7; }
if (x_grid_size % 2 == 0) { print("x_grid_size is set to an even number(" + x_grid_size + "), changing it to odd(" + (x_grid_size + 1) + ")"); x_grid_size += 1; }
if (y_grid_size % 2 == 0) { print("y_grid_size is set to an even number(" + y_grid_size + "), changing it to odd(" + (y_grid_size + 1) + ")"); y_grid_size += 1; }
// splits the grid and half
float x = x_grid_size / 2 + 0.5f;
float y = y_grid_size / 2 + 0.5f;
// set the players current tile to middle tile
players_current_tile = (x, y);
// set the to tile to current tile to avoid null instances when first checking our dictionary
to_tile = players_current_tile;
// used for debugging
if (debugging) { print("the middle tile is: x(" + x + ")" + " y(" + y + ")"); }
}
}
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