new broken mantle system and fixed lots of gamefeel regarding wall hugs and jumps and coyote time
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This commit is contained in:
2025-12-17 16:39:10 +01:00
parent a84e0ecfb3
commit 2e2df4ff50
7 changed files with 478 additions and 69 deletions

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@@ -1,5 +1,4 @@
using System;
using System.Collections.Generic;
using Godot;
using GodotStateCharts;
using Movementtests.addons.godot_state_charts.csharp;
@@ -15,7 +14,7 @@ public partial class PlayerController : CharacterBody3D
MoveCamera,
None,
}
private bool _isUsingGamepad = false;
private bool _isUsingGamepad;
// User API to important child nodes.
public HeadSystem HeadSystem;
@@ -38,9 +37,11 @@ public partial class PlayerController : CharacterBody3D
private bool _movementEnabled = true;
private Vector3 _dashDirection = Vector3.Zero;
private bool _shouldMantle;
private Vector3 _mantleLocation = Vector3.Zero;
private Vector3 _dashDirection = Vector3.Zero;
private Vector3 _preMantleVelocity = Vector3.Zero;
private float _lastFrameWasOnFloor = -Mathf.Inf;
@@ -196,9 +197,11 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _grounded;
private StateChartState _airborne;
private StateChartState _coyoteEnabled;
private StateChartState _doubleJumpEnabled;
private StateChartState _simpleJump;
private StateChartState _doubleJump;
private StateChartState _megaJump;
private StateChartState _mantling;
private StateChartState _simpleDash;
private StateChartState _poweredDash;
private StateChartState _aimedDash;
@@ -208,7 +211,9 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _onWallHanging;
private StateChartState _onWallRunning;
private StateChartState _onWallRunningCoyoteEnabled;
private Transition _onJumpFromWallCoyote;
private Transition _onJumpFromWallRunCoyote;
private Transition _onJumpFromWall1;
private Transition _onJumpFromWall2;
private Transition _onJumpFromWall3;
@@ -252,9 +257,9 @@ public partial class PlayerController : CharacterBody3D
Node3D cameraSmooth = GetNode<Node3D>("HeadSystem/CameraSmooth");
// Movement stuff
WeaponRoot = GetNode<Node3D>("WeaponRoot");
WeaponRoot = GetNode<Node3D>("WeaponRoot");
WeaponSystem = GetNode<WeaponSystem>("WeaponRoot/WeaponSystem");
MantleSystem = GetNode<MantleSystem>("MantleSystem");
MantleSystem = GetNode<MantleSystem>("HeadSystem/MantleSystem");
CapsuleCollider = GetNode<CapsuleCollider>("CapsuleCollider");
DashSystem = GetNode<DashSystem>("DashSystem");
StairsSystem = GetNode<StairsSystem>("StairsSystem");
@@ -284,14 +289,18 @@ public partial class PlayerController : CharacterBody3D
_empowerOn = StateChartState.Of(GetNode("StateChart/Root/Empower/On"));
_powerExpired = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Expired"));
_powerRecharging = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/AtLeastOneCharge"));
_powerFull = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Full"));
_powerFull = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Full"));
_grounded = StateChartState.Of(GetNode("StateChart/Root/Movement/Grounded"));
_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
_coyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/CoyoteEnabled"));
_doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
_simpleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/SimpleJump"));
_doubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/DoubleJump"));
_megaJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/MegaJump"));
_mantling = StateChartState.Of(GetNode("StateChart/Root/Movement/Mantling"));
_onJumpFromWallCoyote = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/HuggingCoyoteEnabled/OnJump"));
_onJumpFromWallRunCoyote = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/RunningCoyoteEnabled/OnJump"));
_onJumpFromWall1 = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/Hugging/OnJump"));
_onJumpFromWall2 = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging/OnJump"));
_onJumpFromWall3 = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/Running/OnJump"));
@@ -362,6 +371,9 @@ public partial class PlayerController : CharacterBody3D
_megaJump.StateEntered += OnMegaJumpStarted;
_megaJump.StatePhysicsProcessing += HandleMegaJump;
_mantling.StateEntered += OnMantleStarted;
_mantling.StatePhysicsProcessing += HandleMantling;
_simpleDash.StateEntered += OnSimpleDashStarted;
_simpleDash.StatePhysicsProcessing += HandleSimpleDash;
@@ -383,7 +395,9 @@ public partial class PlayerController : CharacterBody3D
_onWallRunningCoyoteEnabled.StateEntered += OnWallRunningStarted;
_onWallRunningCoyoteEnabled.StatePhysicsProcessing += HandleWallRunning;
_onWallRunning.StatePhysicsProcessing += HandleWallRunning;
_onJumpFromWallCoyote.Taken += OnJumpFromWallCoyote;
_onJumpFromWallRunCoyote.Taken += OnJumpFromWallCoyote;
_onJumpFromWall1.Taken += OnJumpFromWall;
_onJumpFromWall2.Taken += OnJumpFromWall;
_onJumpFromWall3.Taken += OnJumpFromWall;
@@ -478,7 +492,9 @@ public partial class PlayerController : CharacterBody3D
// If all else fail and we go down, we hug
if (Velocity.Y < 0 && !_coyoteEnabled.Active)
{
_playerState.SendEvent("wall_hug");
}
}
public void OnWallHuggingStarted()
@@ -509,6 +525,9 @@ public partial class PlayerController : CharacterBody3D
public void OnWallStarted()
{
if (!WallHugSystem.IsWallHugging())
return;
_wallHugStartNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Up);
_currentWallContactPoint = WallHugSystem.WallHugLocation.UnwrapOr(Vector3.Zero);
_wallHugStartLocation = _currentWallContactPoint + _wallHugStartNormal * _playerRadius;
@@ -517,10 +536,6 @@ public partial class PlayerController : CharacterBody3D
public void OnWallStopped()
{
_wallHugStartLocation = Vector3.Zero;
_currentWallContactPoint = Vector3.Zero;
_wallHugStartNormal = Vector3.Zero;
_wallHugStartProjectedVelocity = Vector3.Zero;
}
public void HandleWallHugging(float delta)
@@ -577,17 +592,12 @@ public partial class PlayerController : CharacterBody3D
GlobalPosition = _wallHugStartLocation;
}
private Option<Vector3> _plannedMantleLocation = Option<Vector3>.None;
// Jump
public void OnInputJumpStarted()
{
if (CanMantle())
if (MantleSystem.IsMantlePossible)
{
var location = _plannedMantleLocation.UnwrapOr(Vector3.Zero);
if (location == Vector3.Zero)
return; // For some reason CanMantle can return an invalid location so fuck off I guess
MantleToLocation(location);
_playerState.SendEvent("mantle");
return;
}
@@ -596,7 +606,11 @@ public partial class PlayerController : CharacterBody3D
_playerState.SendEvent("megajump");
return;
}
if (_onWallHuggingCoyoteEnabled.Active || _onWallRunningCoyoteEnabled.Active)
{
if (!_isWallJumpAvailable) return;
}
_playerState.SendEvent("jump");
}
@@ -643,8 +657,14 @@ public partial class PlayerController : CharacterBody3D
var currentHorizontalVelocity = new Vector2(Velocity.X, Velocity.Z);
var wallJumpHorizontalVelocity = new Vector2(jumpVector.X, jumpVector.Z);
SetHorizontalVelocity(currentHorizontalVelocity + wallJumpHorizontalVelocity);;
SetHorizontalVelocity(currentHorizontalVelocity + wallJumpHorizontalVelocity);
}
public void OnJumpFromWallCoyote()
{
_isWallJumpAvailable = false;
}
public void OnJumpFromWall()
{
ComputeJumpFromWallHSpeed(WallJumpStartVelocity);
@@ -705,6 +725,36 @@ public partial class PlayerController : CharacterBody3D
z: velocity.Y);
}
public void OnMantleStarted()
{
HeadSystem.OnMantle();
_preMantleVelocity = Velocity;
var tween = GetTree().CreateTween();
tween.SetTrans(Tween.TransitionType.Cubic);
tween.SetEase(Tween.EaseType.InOut);
var inbetweenDuration = MantleTime / MantleSystem.NumberOfValidPofiles;
for (int i = 0; i < MantleSystem.NumberOfValidPofiles; i += 1)
{
var position = MantleSystem.WallProfilePositions[i];
tween.TweenProperty(this, "global_position", position, inbetweenDuration);
}
tween.Finished += MantleFinished;
}
public void HandleMantling(float delta)
{
}
public void MantleFinished()
{
Velocity = _preMantleVelocity;
_playerState.SendEvent("grounded");
}
public void HandleJump(float delta, float gravityFactor, int hangFrames)
{
// Update horizontal velocity
@@ -925,6 +975,11 @@ public partial class PlayerController : CharacterBody3D
if (WeaponSystem.IsPlantedUnderPlatform())
dashLocation += Vector3.Down * _playerHeight;
_wallHugStartNormal = WeaponSystem.PlantNormal;
_currentWallContactPoint = WeaponSystem.PlantLocation;
_wallHugStartLocation = dashLocation;
_wallHugStartProjectedVelocity = Velocity.Slide(_wallHugStartNormal);
var dashTween = CreatePositionTween(dashLocation, AimedDashTime);
dashTween.Finished += DashToPlantedWeaponTweenEnded;
}
@@ -946,7 +1001,7 @@ public partial class PlayerController : CharacterBody3D
RecoverWeapon();
var resultingEvent = shouldDashToHanging ? "to_planted" : "dash_finished";
var resultingEvent = shouldDashToHanging ? "dash_to_planted" : "dash_finished";
_playerState.SendEvent(resultingEvent);
}
@@ -1017,9 +1072,13 @@ public partial class PlayerController : CharacterBody3D
{
var postDashVelocity = _preDashVelocity.Length() > PostDashSpeed ? PostDashSpeed : _preDashVelocity.Length();
Velocity = _dashDirection * postDashVelocity;
if (_shouldMantleOnDashEnded)
MantleToLocation(_mantleLocation);
{
// TODO update post dash mantle
// MantleToLocation(_mantleLocation);
GD.Print("update post dash mantle");
}
}
public void OnSimpleDashStarted()
@@ -1059,9 +1118,6 @@ public partial class PlayerController : CharacterBody3D
public void OnPoweredDashFinished()
{
// Try mantling but don't know if this is useful
// if (CanMantle())
// MantleToLocation(MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y).Unwrap());
}
public void FinishPoweredDash()
@@ -1099,28 +1155,6 @@ public partial class PlayerController : CharacterBody3D
_playerState.SendEvent("coyote_expired");
}
// Mantling
public bool CanMantle()
{
var mantleLocationResult = MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y);
return mantleLocationResult.IsSome(out _);
}
private Vector3 _preMantleVelocity = Vector3.Zero;
public void MantleToLocation(Vector3 location)
{
HeadSystem.OnMantle();
_preMantleVelocity = Velocity;
var mantleTween = CreatePositionTween(location, MantleTime);
mantleTween.Finished += MantleFinished;
}
public void MantleFinished()
{
Velocity = _preMantleVelocity;
_playerState.SendEvent("grounded");
}
///////////////////////////
// Stateless logic ////////
///////////////////////////
@@ -1273,7 +1307,7 @@ public partial class PlayerController : CharacterBody3D
LookAround(delta);
CameraModifications((float) delta);
HandleStairs((float) delta);
_plannedMantleLocation = MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y);
MantleSystem.ProcessMantle(_grounded.Active);
if (WeaponSystem.InHandState.Active)
RotateWeaponWithPlayer();