My small tweak on the death effect

My version was a lot similar to the one Rick had (but I made it before seeing Rick do it so it’s not plagiarism!), but I had a couple of little tweaks:

  • Set the death kick direction (or death fling in my case) opposite to the player’s current velocity (times 2) on the X axis (and an exaggerated, fixed amount on the Y axis to make him fly)
  • Set the player color to red

I also noticed there’s a bug that if you die on a ladder tile, the gravity stays at 0 and the player flies off into the ceiling, so I fixed that in the Die() method as well.

The code is as follows:

    void Die()
    {
        if (myBoxCollider.IsTouchingLayers(LayerMask.GetMask("Enemy")))
        {
            isAlive = false;
            myAnimator.SetTrigger("Dying");
            Vector2 deathFling = new Vector2(-myRigidbody.velocity.x * 2, 50);
            myRigidbody.velocity = deathFling;
            myRenderer.color = Color.red;
            myRigidbody.gravityScale = gravityScaleAtStart;
        }
    }

ded2

Edit: The camera is fine, I just didn’t feel the need to capture the entire game screen for the GIF so it cuts off a bit and focuses on the point at hand. :smiley:
Edit2: A typo.

3 Likes

wow thats nice…

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