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The Flail Scale Tale's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept (gameplay) | #195 | 2.167 | 3.250 |
Overall | #220 | 2.056 | 3.083 |
Presentation (visuals) | #224 | 2.000 | 3.000 |
Theme | #226 | 2.000 | 3.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Как ты сделал плавное вращение цепи за мышкой?
My code is a little messy (one day of jam and such) but it goes like this:
if (!dead) {
handleAim();
}
}
void handleAim() {
Vector3 mousePos = Mouse.current.position.ReadValue();
Vector3 Worldpos = Camera.main.ScreenToWorldPoint(mousePos);
weapon.Aim(Worldpos);
}
public virtual void Aim(Vector3 mousePos) {
aimDirection = mousePos - transform.position;
aimDirection.z = 0;
aimDirection = aimDirection.normalized;
}
public void UpdateAim() {
Vector3 currentAimDirection = transform.up;
currentAimDirection.z = 0;
currentAimDirection = currentAimDirection.normalized;
Vector3 rightDirection = transform.right;
rightDirection.z = 0;
rightDirection = rightDirection.normalized;
Debug.DrawRay(transform.position, aimDirection, Color.blue, 0.1f);
Debug.DrawRay(transform.position, currentAimDirection, Color.red, 0.1f);
float rotationDirection = Vector3.Dot(rightDirection, aimDirection);
float angularVelocity = -Mathf.Sign(rotationDirection);
float maxAngle = Vector3.Angle(currentAimDirection, aimDirection);
float rotationValue = angularVelocity * rotationSpeed * Time.deltaTime;
rotationValue = Mathf.Sign(rotationValue) * Mathf.Clamp(Mathf.Abs(rotationValue), 0, maxAngle);
transform.Rotate(0, 0, rotationValue);
}
Looks good and is easy to play, good job
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