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[UnityScript Question] Making movement smooth

Discussion in 'Unity 3D' started by Zelda.Alex, Oct 21, 2012.

  1. Zelda.Alex

    Zelda.Alex

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    [SOLUTION FOUND]Someone close this thread as I found the answer on the unity forum link added at the end of the post.
    ----------------
    For my snakes and ladders game I have 2 players. The logic for moving them is working properly but the problem is that they are moving too fast. In many cases it is not possible to follow their movement with my eyes. What can I do?

    If any other explanation is needed for giving me advice then please tell.
    Explanation of the code
    The way I am moving my players is by measuring 2 distances in the start() and using them as constant. The main movement is done in the update() function. The switch statement is for changing positions in case of a snake or a ladder.
    Code Used for moving
    #pragma strict

    //These are set from GUI
    var p1 : GameObject;
    var p2 : GameObject;
    var cube : GameObject;
    var cubeUp : GameObject;
    var cubeRight : GameObject;

    //These remain Constant
    private var moveRight : Vector3;
    private var moveLeft : Vector3;
    private var moveUp : Vector3;
    private var moveDown : Vector3;

    //These change according to player's position
    private var p1_pos : int = 1;
    private var p2_pos : int = 1;

    //This decides whose turn
    private var turn : int = 0;
    //This is for current moves
    private var moves : float = 0.0;

    //Functions to be called
    function move(Left : float, Right : float, Up : float, Down : float)
    { //L R U D
    //Automatically decides which player to move according to turn
    if(turn ==0)
    p1.transform.Translate((moveRight * Right)+(moveLeft * Left) + (moveUp * Up) + (moveDown * Down));
    else
    p2.transform.Translate((moveRight * Right)+(moveLeft * Left) + (moveUp * Up) + (moveDown * Down));
    }
    function in_range(lower : int, higher : int): boolean
    {//Checks whether 2 numbers in a range
    var pos : int;

    if(turn ==0)
    pos = p1_pos;
    else
    pos = p2_pos;

    if( pos >= lower && pos <= higher)
    return true;
    else
    return false;
    }
    function on_snake_or_ladder(pos : int) : int
    {
    switch(pos)
    {
    //Ladders L R U D
    case 2:
    move(0,1,1,0); return(18);
    case 11:
    move(0,0,2,0); return(31);
    case 12:
    move(1,0,1,0); return(28);
    case 22:
    move(1,0,1,0); return(40);
    case 36:
    move(3,0,3,0); return(62);
    case 41:
    move(0,1,1,0); return(59);
    case 46:
    move(0,0,1,0); return(55);
    case 70:
    move(3,0,3,0); return(94);
    case 77:
    move(0,0,1,0); return(84);
    case 85:
    move(1,0,1,0); return(97);

    //Snakes L R U D
    case 21:
    move(0,5,0,1); return(15);
    case 23:
    move(0,3,0,2); return(6);
    case 29:
    move(3,0,0,1); return(15);
    case 35:
    move(3,0,0,2); return(18);
    case 47:
    move(0,2,0,1); return(32);
    case 52:
    move(6,0,0,2); return(38);
    case 71:
    move(3,0,0,4); return(34);
    case 82:
    move(0,0,0,3); return(59);
    case 95:
    move(3,0,0,2); return(78);
    case 99:
    move(0,0,0,2); return(79);
    default:
    break;
    }
    return(-1);
    }
    //Functions to be called END HERE

    function Start()
    {
    var distance : Vector3 = p2.transform.position - p1.transform.position;

    moveRight = (cubeRight.transform.position - cube.transform.position);
    moveLeft = - moveRight ;
    moveUp = (cubeUp.transform.position - cube.transform.position);
    moveDown = - moveUp;

    p1.transform.Translate(cube.transform.position - p1.transform.position);
    p2.transform.position = p1.transform.position;
    p2.transform.Translate(distance);
    }

    function OnGUI ()
    {
    if(moves == 0.0)
    {
    if(GUI.Button(Rect (20,70,80,40), "Throw\n Dice"))
    {
    var moves_int : int;
    moves_int = Random.Range(1,6);
    moves = moves_int;
    }
    }
    }

    function Update()
    {
    if(moves > 0) //Executes if any player is yet to move
    {
    if(p1_pos < 100 && turn == 0)
    {
    if(in_range(1,9) || in_range(21,29) || in_range(41,49) || in_range(61,69) || in_range(81,89))
    move(0,1,0,0);
    else if(in_range(11,19) || in_range(31,39) || in_range(51,59) || in_range(71,79) || in_range(91,99))
    move(1,0,0,0);
    else if((p1_pos % 10 == 0)&&(p1_pos != 100))
    move(0,0,1,0);

    p1_pos = p1_pos + 1;
    }
    else if(p2_pos < 100 && turn == 1)
    {
    if(in_range(1,9) || in_range(21,29) || in_range(41,49) || in_range(61,69) || in_range(81,89))
    move(0,1,0,0);
    else if(in_range(11,19) || in_range(31,39) || in_range(51,59) || in_range(71,79) || in_range(91,99))
    move(1,0,0,0);
    else if((p2_pos % 10 == 0)&&(p2_pos != 100))
    move(0,0,1,0);

    p2_pos = p2_pos + 1;
    }
    moves = moves - 1;

    if(moves == 0) //If the player is done moving
    {
    //This executes when player has done moving his turn.
    //After that snake bites or ladder is climbed
    var returned_pos : int;

    if(turn == 0)
    {
    returned_pos = on_snake_or_ladder(p1_pos);
    if(returned_pos != -1)
    {
    p1_pos = returned_pos;
    }
    }
    else
    {
    returned_pos = on_snake_or_ladder(p2_pos);
    if(returned_pos != -1)
    {
    p2_pos = returned_pos;
    }
    }

    turn = (turn + 1) % 2;
    }//If the Player is done moving ENDS here
    }
    }//Update() function ENDS here

    Unity Forum Discussion of the same
     
    Last edited: Oct 21, 2012
  2. Statharas

    Statharas

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    Or you could just change the movement to 1 unit and cut it in pieces, moving like 0.5 every second (using Delta.Time)
     
  3. Zelda.Alex

    Zelda.Alex

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    I don't understand that thing about Delta.Time that everyone keeps on saying. The Update() function woks every frame then how can we decide time by the delta.time? Any example?
     
  4. Statharas

    Statharas

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    Code (Text):

    var x:int=0;
    Function Update(){
    x=x+Delta.Time;
    }
     
    This will give you the time in ms since the time the script is loaded.