jumping from slides and some improvement on air gliding

This commit is contained in:
2026-01-13 14:22:26 +01:00
parent 2fa4ce68e7
commit 30b4d1a2eb
2 changed files with 140 additions and 29 deletions

View File

@@ -142,14 +142,27 @@ public partial class PlayerController : CharacterBody3D
public float AccelerationGroundSlide = 1.0f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float DecelerationGroundSlide = 0.1f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float GroundSlideJumpMultiplier = 1.0f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float GroundSlideJumpSpeedFactor;
[ExportSubgroup("Air glide")]
[ExportSubgroup("Air glide")]
[Export]
public bool AllowForVelocityRedirection = true;
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float AirGlideVSpeed { get; set; } = 1.0f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float AccelerationAirGlide = 1.0f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float DecelerationAirGlide = 0.1f;
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float AirGlideVerticalAcceleration = 1.0f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float AirGlideJumpMultiplier = 1.0f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float AirGlideJumpSpeedFactor;
// Wall hug
[ExportGroup("Wall hug")]
@@ -260,6 +273,7 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _sliding;
private StateChartState _groundSliding;
private StateChartState _airGliding;
private StateChartState _airGlidingDoubleJump;
private StateChartState _slamming;
private StateChartState _onWall;
private StateChartState _onWallHugging;
@@ -269,6 +283,9 @@ public partial class PlayerController : CharacterBody3D
private Transition _onJumpFromWall;
private Transition _onJumpFromWallFalling;
private Transition _onLeaveWallFromRun;
private Transition _onGroundSlideJump;
private Transition _onAirGlideDoubleJump;
public override void _Ready()
{
@@ -326,11 +343,14 @@ public partial class PlayerController : CharacterBody3D
_aiming = StateChartState.Of(GetNode("StateChart/Root/Aim/On"));
_simpleDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/Dash"));
_aimedDash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/AimedDash"));
_slamming = StateChartState.Of(GetNode("StateChart/Root/Movement/Slamming"));
_sliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding"));
_groundSliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide"));
_airGliding = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlide"));
_slamming = StateChartState.Of(GetNode("StateChart/Root/Movement/Slamming"));
_airGlidingDoubleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled"));
_onGroundSlideJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/GroundSlide/OnJump"));
_onAirGlideDoubleJump = Transition.Of(GetNode("StateChart/Root/Movement/Sliding/AirGlideDoubleJumpEnabled/OnJump"));
// _actionHanging = StateChartState.Of(GetNode("StateChart/Root/Actions/Hanging"));
_powerExpired = StateChartState.Of(GetNode("StateChart/Root/PowerReserve/Expired"));
@@ -423,6 +443,10 @@ public partial class PlayerController : CharacterBody3D
_sliding.StateExited += SlideEnded;
_groundSliding.StatePhysicsProcessing += HandleGroundSlide;
_airGliding.StatePhysicsProcessing += HandleAirGlide;
_airGlidingDoubleJump.StatePhysicsProcessing += HandleAirGlide;
_onGroundSlideJump.Taken += JumpFromGroundSlide;
_onAirGlideDoubleJump.Taken += JumpFromAirGlide;
_slamming.StateEntered += SlamStarted;
_slamming.StateExited += SlamEnded;
@@ -1063,11 +1087,13 @@ public partial class PlayerController : CharacterBody3D
}
_playerState.SendEvent("jump");
}
private float _jumpStrengthMultiplier = 1.0f;
public void OnJumpStarted(float verticalVelocity)
{
_framesSinceJumpAtApex = 0;
SetVerticalVelocity(verticalVelocity);
SetVerticalVelocity(verticalVelocity*_jumpStrengthMultiplier);
_jumpStrengthMultiplier = 1.0f;
}
public void OnSimpleJumpStarted()
{
@@ -1201,7 +1227,7 @@ public partial class PlayerController : CharacterBody3D
var positionDifference = GlobalPosition - _mantleStartPosition;
var directionHorizontal = new Vector3(positionDifference.X, 0, positionDifference.Z);
// SimpleDashInDirection(directionHorizontal.Normalized());
SetVelocity(directionHorizontal.Normalized() * WalkSpeed);
SetVelocity(directionHorizontal.Normalized() * _velocityOnMantleStarted.Length());
}
_customMantle = false;
@@ -1226,27 +1252,47 @@ public partial class PlayerController : CharacterBody3D
}
public void SlideOnGround(float delta)
{
var currentVelocity = Velocity.Length();
var horizontalVelocity = ComputeHVelocity(delta, AccelerationGroundSlide, DecelerationGroundSlide);
Velocity = new Vector3(horizontalVelocity.X, Velocity.Y, horizontalVelocity.Z);
var newVelocity = new Vector3(horizontalVelocity.X, Velocity.Y, horizontalVelocity.Z);
Velocity = newVelocity.Normalized() * currentVelocity; // prevent from losing momentum
}
public void HandleGroundSlide(float delta)
{
// GD.Print(GetFloorAngle());
SlideOnGround(delta);
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward()) _playerState.SendEvent("mantle");
if (!isOnFloorCustom())
_playerState.SendEvent("start_falling");
}
public void GlideInAir(float delta)
{
var horizontalVelocity = ComputeHVelocity(delta, AccelerationAirGlide, DecelerationAirGlide);
float verticalSpeed;
if (Velocity.Y < -AirGlideVSpeed) verticalSpeed = -AirGlideVSpeed;
else if (Velocity.Y > 0) verticalSpeed = ComputeVerticalSpeedGravity(delta);
else verticalSpeed = Mathf.Lerp(Velocity.Y, -AirGlideVSpeed, delta);
Velocity = new Vector3(horizontalVelocity.X, verticalSpeed, horizontalVelocity.Z);
if (AllowForVelocityRedirection)
{
// Preserve overall velocity
// Allows for tragic reorientation of the velocity vector after a fall
// Allows for bunny-hoping-like movement
var currentVelocity = Velocity.Length();
var horizontalVelocity = ComputeHVelocity(delta, AccelerationAirGlide, DecelerationAirGlide);
var verticalSpeed = Velocity.Y > 0 ? ComputeVerticalSpeedGravity(delta) : Mathf.Lerp(Velocity.Y, -AirGlideVSpeed, delta*AirGlideVerticalAcceleration);
var newVelocity = new Vector3(horizontalVelocity.X, verticalSpeed, horizontalVelocity.Z);
Velocity = newVelocity.Normalized() * currentVelocity;
}
else
{
// Preserve horizontal velocity only
// Allows for mor stable descent when gliding because you don't zoom away after a long fall
// Removes bunny-hoping-like movement by simply holding slide and jump jump jump
var currentHVelocity = new Vector2(Velocity.X, Velocity.Z).Length();
var horizontalVelocity = ComputeHVelocity(delta, AccelerationAirGlide, DecelerationAirGlide);
var newHVelocity = horizontalVelocity.Normalized() * currentHVelocity;
var verticalSpeed = Velocity.Y > 0 ? ComputeVerticalSpeedGravity(delta) : Mathf.Lerp(Velocity.Y, -AirGlideVSpeed, delta*AirGlideVerticalAcceleration);
var newVelocity = new Vector3(newHVelocity.X, verticalSpeed, newHVelocity.Z);
Velocity = newVelocity;
}
}
public void HandleAirGlide(float delta)
{
@@ -1260,6 +1306,16 @@ public partial class PlayerController : CharacterBody3D
{
_targetSpeed = WalkSpeed;
}
public void JumpFromGroundSlide()
{
_jumpStrengthMultiplier = GroundSlideJumpMultiplier + Velocity.Length()*GroundSlideJumpSpeedFactor;
}
public void JumpFromAirGlide()
{
_jumpStrengthMultiplier = AirGlideJumpMultiplier + Velocity.Length()*AirGlideJumpSpeedFactor;
}
///////////////////////////
// Slam Management ///////