using UnityEngine;
using System.Collections;

public class InBetween : MonoBehaviour {

    private Rigidbody2D Player;
    private Animator myAnimator;
    [SerializeField]
    private float speed;
    private bool LookRight = true;
    private bool canMove = true;
    private bool canJump = true;

    // Use this for initialization
    void Start()
    {
        Player = GetComponent<Rigidbody2D>();
        myAnimator = GetComponent<Animator>(); //required for animation *******
    }

    // Update is called once per frame
    void Update()
    {
        float h = Input.GetAxis("Horizontal");
        float i = Input.GetAxis("Vertical");

        Movement(h);
        FlipPlayer(h);
        RotatePlayerZaxis(h);
        Jump();
    }


    //controlling the characters movement 
    private void Movement(float horizontal)
    {

        if (canMove)
        {
            Player.velocity = new Vector2(speed * horizontal, Player.velocity.y);

            myAnimator.SetFloat("speed", (Mathf.Abs(horizontal))); //required for animation *******
        }
    }



    private void Jump()
    {
        if (Input.GetKeyDown(KeyCode.Space) && canJump)
        {
            canJump = false;
            Player.AddForce(new Vector2(0, 600));
        }
    }



    //faces the characters body in the appropriate direction 
    private void FlipPlayer(float horizontal)
    {
        if (horizontal > 0 && !LookRight || horizontal < 0 && LookRight)
        {
            LookRight = !LookRight;

            Vector3 theScale = transform.localScale;
            theScale.x *= -1;
            transform.localScale = theScale;
        }
    }


    //keeps the character from falling over
    private void RotatePlayerZaxis(float horizonal)
    {
        Vector3 myRotation = gameObject.transform.rotation.eulerAngles;
        Vector3 Pos = transform.localPosition;
        //if the player does not need to be climbing up an angle, the character will be fixed upright
        if (Pos.x < -4f || Pos.x > 5f)
        {
            transform.localRotation = Quaternion.Euler(0, 0, 0);
        }


        else
        {

            //allows the character to rotate but not past 90 degrees either direction when climbing 
            if (myRotation.z > 90)
            {
                myRotation.z = Mathf.Clamp(0, 0, 0);
                transform.rotation = Quaternion.Euler(myRotation);
            }

            if (myRotation.z < -90)
            {
                myRotation.z = Mathf.Clamp(0, 0, 0);
                transform.rotation = Quaternion.Euler(myRotation);
            }
        }
    }

    void OnCollisionEnter2D(Collision2D coll)
    {
        if (coll.gameObject.tag == "ground")
        {
            canJump = true;
        }
    }
}