more lights in tutorial and better wall run detection I believe
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This commit is contained in:
2026-02-06 16:42:01 +01:00
parent 4c1831762b
commit 77d405687c
4 changed files with 144 additions and 84 deletions

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@@ -229,8 +229,10 @@ public partial class PlayerController : CharacterBody3D,
// Wall run
[ExportGroup("Wall run")]
[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
public float WallRunUpwardVelocity { get; set; } = 10f;
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
public float WallRunUpwardVelocityFactor { get; set; } = 0.05f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float MinimumWallRunUpwardVelocity { get; set; } = 2f;
[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
public float WallRunAltitudeLossSpeed { get; set; } = 10f;
@@ -851,7 +853,7 @@ public partial class PlayerController : CharacterBody3D,
// Should we start a wall run
if (ShouldStartWallRun())
{
SetVerticalVelocity(WallRunUpwardVelocity);
SetVerticalVelocity(GetWallRunStartVerticalVelocity());
_playerState.SendEvent("wall_run");
return;
}
@@ -864,19 +866,6 @@ public partial class PlayerController : CharacterBody3D,
}
}
public bool ShouldStartWallRun()
{
var wallNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Zero);
var isIndeedWall = wallNormal.Y < 0.1;
var hvel = new Vector3(Velocity.X, 0, Velocity.Z);
var hvelProjected = hvel.Slide(_wallHugStartNormal);
var haveEnoughSpeed = hvelProjected.Length() > WallRunSpeedThreshold;
var isCoplanarEnough = Velocity.AngleTo(wallNormal) > Math.PI/4 && Velocity.AngleTo(wallNormal) < 3*Math.PI/4;
var isGoingDownwards = Velocity.AngleTo(Vector3.Down) < Math.PI/4;
var shouldStart = haveEnoughSpeed && isCoplanarEnough && !isGoingDownwards && isIndeedWall;
return shouldStart;
}
public float ComputeVerticalSpeedGravity(float delta)
{
return Velocity.Y - CalculateGravityForce() * delta;
@@ -1168,7 +1157,8 @@ public partial class PlayerController : CharacterBody3D,
WallHug(delta);
if (ShouldStartWallRun())
{
SetVerticalVelocity(WallRunUpwardVelocity);
var verticalVelocity = GetWallRunStartVerticalVelocity();
SetVerticalVelocity(verticalVelocity);
_playerState.SendEvent("wall_run");
return;
}
@@ -1183,8 +1173,8 @@ public partial class PlayerController : CharacterBody3D,
}
public void HandleWallRunning(float delta)
{
_canDash = false;
_canDashAirborne = false;
// _canDash = false;
// _canDashAirborne = false;
// Find horizontal velocity projected on the current wall
var hvel = new Vector3(Velocity.X, 0, Velocity.Z);
@@ -1196,7 +1186,7 @@ public partial class PlayerController : CharacterBody3D,
// Adapt vertical speed
var verticalSpeed = Velocity.Y - WallRunAltitudeLossSpeed * delta;
Velocity = finalHVel + Vector3.Up*verticalSpeed;
Velocity *= 0.999f;
// Velocity *= 0.999f;
_currentWallContactPoint = WallHugSystem.WallHugLocation.UnwrapOr(Vector3.Zero);
@@ -1204,7 +1194,42 @@ public partial class PlayerController : CharacterBody3D,
_playerState.SendEvent("grounded");
if (!WallHugSystem.IsWallHugging())
_playerState.SendEvent("start_falling");
if (Velocity.Length() < WallRunSpeedThreshold / 2f)
_playerState.SendEvent("wall_hug");
}
public float GetWallRunStartVerticalVelocity()
{
var hvel = new Vector3(Velocity.X, 0, Velocity.Z);
var hvelProjected = hvel.Slide(_wallHugStartNormal);
return Mathf.Max(hvelProjected.Length() * WallRunUpwardVelocityFactor, MinimumWallRunUpwardVelocity);
}
public bool ShouldStartWallRun()
{
var wallNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Zero);
var isIndeedWall = wallNormal.Y < 0.1;
var hvel = new Vector3(Velocity.X, 0, Velocity.Z);
var hvelProjected = hvel.Slide(_wallHugStartNormal);
var haveEnoughSpeed = Velocity.Length() > WallRunSpeedThreshold;
var isCoplanarEnough = Velocity.AngleTo(wallNormal) > Math.PI/4 && Velocity.AngleTo(wallNormal) < 3*Math.PI/4;
var isGoingDownwards = Velocity.AngleTo(Vector3.Down) < Math.PI/4;
var isLookingInDirectionOfRun = hvelProjected.AngleTo(-HeadSystem.GetForwardHorizontalVector()) < Math.PI/2;
var shouldStart = haveEnoughSpeed && isCoplanarEnough && !isGoingDownwards && isIndeedWall && isLookingInDirectionOfRun;
var debugText = "--------------\n";
debugText += shouldStart ? "WALL RUN STARTED\n" : "NO WALL RUN\n";
debugText += $"Enough speed? {haveEnoughSpeed}\n";
debugText += $"Coplanar enough? {isCoplanarEnough}\n";
debugText += $"Going downwards? {isGoingDownwards} with angle {Velocity.AngleTo(Vector3.Down)}\n";
debugText += $"Is looking in direction of run? {isLookingInDirectionOfRun} with angle {hvelProjected.AngleTo(-HeadSystem.GetForwardHorizontalVector())}\n";
debugText += $"HVelocity on wall: {hvelProjected} - Forward H Vector: {-HeadSystem.GetForwardHorizontalVector()}\n";
debugText += "--------------\n";
//GD.Print(debugText);
return shouldStart;
}
public void WallHug(float delta)
{
var hvel = ComputeHVelocity(delta, WallHugHorizontalDeceleration, WallHugHorizontalDeceleration);
@@ -1794,7 +1819,7 @@ public partial class PlayerController : CharacterBody3D,
var plannedDashLocation = targetable.GetTargetGlobalPosition() + Vector3.Down*_playerHeight/2;
travel = plannedDashLocation - GlobalPosition;
_dashDirection = travel.Normalized();
var postDashLocation = plannedDashLocation + _dashDirection;
var postDashLocation = plannedDashLocation + 2*_dashDirection;
var wallBehindQuery = PhysicsRayQueryParameters3D.Create(GlobalPosition + Vector3.Up*HeadSystem.Position.Y, postDashLocation, GroundDetector.CollisionMask);
var wallBehindResult = _spaceState.IntersectRay(wallBehindQuery);
shouldRebound = wallBehindResult.Count > 0;
@@ -2131,7 +2156,7 @@ public partial class PlayerController : CharacterBody3D,
var travel = plannedDashLocation - GlobalPosition;
_dashDirection = travel.Normalized();
var postDashLocation = plannedDashLocation + _dashDirection;
var postDashLocation = plannedDashLocation + 2*_dashDirection;
var wallBehindQuery = PhysicsRayQueryParameters3D.Create(GlobalPosition + Vector3.Up*HeadSystem.Position.Y, postDashLocation, GroundDetector.CollisionMask);
var wallBehindResult = _spaceState.IntersectRay(wallBehindQuery);
var shouldRebound = wallBehindResult.Count > 0;