revamped jump

This commit is contained in:
2025-08-05 12:12:07 +02:00
parent 0d6d1c86de
commit f905e55f65
8 changed files with 254 additions and 123 deletions

View File

@ -31,7 +31,7 @@ public partial class PlayerController : CharacterBody3D
public WallHugSystem WallHugSystem;
public PlayerUi PlayerUi;
public TextureRect DashIndicator;
public ColorRect DashCooldownIndicator;
public ColorRect PowerCooldownIndicator;
private bool _movementEnabled = true;
@ -52,7 +52,7 @@ public partial class PlayerController : CharacterBody3D
private Timer _coyoteTimer;
private Timer _timeScaleAimInAirTimer;
private Timer _timeAfterDashingTimer;
private Timer _dashCooldownTimer;
private Timer _powerCooldownTimer;
private Timer _empowerTimeDownscale;
[ExportCategory("Movement")]
@ -68,7 +68,21 @@ public partial class PlayerController : CharacterBody3D
public float DecelerationSpeedFactorAir = 1.0f;
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float Weight { get; set; } = 3.0f;
// Jump
[ExportGroup("Jump")]
// Simple jump
[ExportSubgroup("Simple jump")]
[Export(PropertyHint.Range, "0,100,1,or_greater")]
public float SimpleJumpStartVelocity { get; set; } = 3.0f;
[Export(PropertyHint.Range, "0,10,1,or_greater")]
public int HangTimeInFrames { get; set; } = 5;
[Export(PropertyHint.Range, "1,10,0.1,or_greater")]
public float GravityLesseningFactorUpward { get; set; } = 3f;
// Other jump
[ExportSubgroup("Other jump")]
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
public float StartVelocity { get; set; } = 1.0f;
[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
@ -138,6 +152,7 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _movHanging;
private StateChartState _airborne;
private StateChartState _coyoteEnabled;
private StateChartState _simpleJump;
private StateChartState _doubleJumpEnabled;
private StateChartState _onWall;
private StateChartState _onWallHugCanceled;
@ -155,8 +170,8 @@ public partial class PlayerController : CharacterBody3D
TweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
PlayerUi = GetNode<PlayerUi>("UI");
// DashIndicator = GetNode<TextureRect>("%DashIndicator");
DashCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
DashCooldownIndicator.Visible = false;
PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
PowerCooldownIndicator.Visible = false;
EmpoweredActionsLeft = MaxNumberOfDashActions;
_targetSpeed = WalkSpeed;
@ -214,6 +229,7 @@ public partial class PlayerController : CharacterBody3D
_movHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
_airborne = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne"));
_coyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/CoyoteEnabled"));
_simpleJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/SimpleJump"));
_doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
_onWall = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall"));
_onWallHugging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hugging"));
@ -222,7 +238,7 @@ public partial class PlayerController : CharacterBody3D
_falling = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Falling"));
// State timers
_coyoteTimer = GetNode<Timer>("CoyoteTime");
_dashCooldownTimer = GetNode<Timer>("DashCooldown");
_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
_timeAfterDashingTimer = GetNode<Timer>("TimeAfterDashing");
_empowerTimeDownscale = GetNode<Timer>("EmpowerTimeDownscale");
@ -295,33 +311,125 @@ public partial class PlayerController : CharacterBody3D
// _empowerOff.StateEntered += EmpowerStopped;
// _empowerTimeDownscale.Timeout += EmpowerTimerTimeout;
_powerFull.StateExited += StartDashCooldown;
_powerRecharging.StateEntered += StartDashCooldown;
_powerFull.StateEntered += StopDashCooldown;
_dashCooldownTimer.Timeout += DashCooldownExpired;
_powerFull.StateExited += StartPowerCooldown;
_powerRecharging.StateEntered += StartPowerCooldown;
_powerFull.StateEntered += StopPowerCooldown;
_powerCooldownTimer.Timeout += PowerCooldownExpired;
_powerRecharging.StateProcessing += PowerRecharging;
_powerExpired.StateProcessing += PowerRecharging;
_simpleJump.StateEntered += OnSimpleJumpStarted;
_simpleJump.StatePhysicsProcessing += HandleSimpleJump;
_simpleJump.StateExited += OnSimpleJumpEnded;
}
public void OnInputJumpStarted()
{
if (CanMantle())
{
Mantle();
return;
}
// if (_grounded.Active || _coyoteEnabled.Active)
// {
// if (_empowerOn.Active && CanPerformEmpoweredAction())
// {
// PerformEmpoweredAction();
// PerformJump(JumpTypes.JumpFromDash);
// _playerState.SendEvent("megajump");
// }
// }
// else if (_doubleJumpEnabled.Active)
// if (_empowerOn.Active && CanPerformEmpoweredAction())
// {
// PerformEmpoweredAction();
// PerformJump(JumpTypes.JumpFromDash);
// _playerState.SendEvent("megajump");
// }
// else
// PerformJump(JumpTypes.DoubleJump);
// else if (_onWall.Active)
// JumpFromWall(_empowerOn.Active);
_playerState.SendEvent("jump");
}
public void OnInputJumpOngoing()
{
}
public void OnInputJumpEnded()
{
_playerState.SendEvent("jump_ended");
}
private int _framesSinceJumpAtApex = 0;
public void OnSimpleJumpStarted()
{
_framesSinceJumpAtApex = 0;
Velocity = new Vector3(
x: Velocity.X,
y: SimpleJumpStartVelocity,
z: Velocity.Z);
}
public void HandleSimpleJump(float delta)
{
// Hang time at the top of the jump
if (Velocity.Y <= Mathf.Epsilon)
{
_framesSinceJumpAtApex++;
Velocity = new Vector3(
x: Velocity.X,
y: 0,
z: Velocity.Z);
}
// Cancel gravity on jump apex
var gravity = CalculateGravityForce() / GravityLesseningFactorUpward;
var isAtApex = _framesSinceJumpAtApex > 0;
if (isAtApex)
{
gravity = 0;
}
// Update velocity accordingly
var newVerticalSpeed = Velocity.Y - gravity * delta;
Velocity = new Vector3(
x: Velocity.X,
y: newVerticalSpeed,
z: Velocity.Z);
// Move back to Airborne state management when starting to go down again
if (_framesSinceJumpAtApex > HangTimeInFrames)
_playerState.SendEvent("jump_ended");
}
public void OnSimpleJumpEnded()
{
}
public void PowerRecharging(float delta)
{
var progress = (float) (_dashCooldownTimer.TimeLeft / _dashCooldownTimer.WaitTime);
DashCooldownIndicator.SetSize(new Vector2(100 * progress, 10));
var progress = (float) (_powerCooldownTimer.TimeLeft / _powerCooldownTimer.WaitTime);
PowerCooldownIndicator.SetSize(new Vector2(100 * progress, 10));
}
public void StartDashCooldown()
public void StartPowerCooldown()
{
_dashCooldownTimer.Start();
DashCooldownIndicator.Visible = true;
_powerCooldownTimer.Start();
PowerCooldownIndicator.Visible = true;
}
public void StopDashCooldown()
public void StopPowerCooldown()
{
_dashCooldownTimer.Stop();
DashCooldownIndicator.Visible = false;
_powerCooldownTimer.Stop();
PowerCooldownIndicator.Visible = false;
}
public void DashCooldownExpired()
public void PowerCooldownExpired()
{
EmpoweredActionsLeft += 1;
var eventToSend = EmpoweredActionsLeft == MaxNumberOfDashActions ? "fully_charged" : "recharge";
@ -372,38 +480,6 @@ public partial class PlayerController : CharacterBody3D
OnWeaponThrown();
}
}
public void OnInputJumpPressed()
{
if (CanMantle())
{
Mantle();
return;
}
if (_grounded.Active || _coyoteEnabled.Active)
if (_empowerOn.Active && CanPerformEmpoweredAction())
{
PerformEmpoweredAction();
PerformJump(JumpTypes.JumpFromDash);
_playerState.SendEvent("megajump");
}
else
PerformJump(JumpTypes.SimpleJump);
else if (_doubleJumpEnabled.Active)
if (_empowerOn.Active && CanPerformEmpoweredAction())
{
PerformEmpoweredAction();
PerformJump(JumpTypes.JumpFromDash);
_playerState.SendEvent("megajump");
}
else
PerformJump(JumpTypes.DoubleJump);
else if (_onWall.Active)
JumpFromWall(_empowerOn.Active);
_playerState.SendEvent("jump");
}
public void OnInputDashPressed()
{
_playerState.SendEvent("dash");
@ -452,15 +528,8 @@ public partial class PlayerController : CharacterBody3D
// Stateful logic /////////
///////////////////////////
// Simple states
public void OnGrounded()
{
RestoreEmpoweredActions();
}
private void RestoreEmpoweredActions()
{
// EmpoweredActionsLeft = MaxNumberOfDashActions;
_isWallJumpAvailable = true;
}
@ -508,13 +577,6 @@ public partial class PlayerController : CharacterBody3D
var jumpVector = (effectiveJumpDirection.Normalized() + Vector3.Up).Normalized();
if (jumpType == JumpTypes.DoubleJump)
_canDash = false;
// var proportionOfTimeGone = _timeAfterDashingTimer.TimeLeft / _timeAfterDashingTimer.WaitTime;
// var actualBoost = 1 + MaxJumpBoostAfterDashing * proportionOfTimeGone;
// var makeItDouble = actualBoost > 1;
// if (makeItDouble && jumpType == MoveSystem.JumpTypes.SimpleJump)
// jumpType = MoveSystem.JumpTypes.DoubleJump; // convert simple jump to double if done right after a dash
// _timeAfterDashingTimer.Stop();
bool doesCapsuleHaveCrouchingHeight = CapsuleCollider.IsCrouchingHeight();
bool isPlayerDead = HealthSystem.IsDead();
@ -668,8 +730,6 @@ public partial class PlayerController : CharacterBody3D
// Weapon planted anywhere else
_playerState.SendEvent("dash_ended");
if (isOnFloorCustom())
RestoreEmpoweredActions(); // Make sure to restore actions if we're still on the ground
}
public void OnWeaponThrown()
{
@ -858,7 +918,7 @@ public partial class PlayerController : CharacterBody3D
IsCapsuleHeightLessThanNormal = CapsuleCollider.IsCapsuleHeightLessThanNormal(),
CurrentSpeedGreaterThanWalkSpeed = false,
BetweenCrouchingAndNormalHeight = CapsuleCollider.IsBetweenCrouchingAndNormalHeight(),
Delta = (float)delta
Delta = delta
};
StairsSystem.SlideCameraSmoothBackToOrigin(slideCameraParams);
}
@ -876,7 +936,7 @@ public partial class PlayerController : CharacterBody3D
FieldOfView.FovParameters fovParams = new FieldOfView.FovParameters
{
IsCrouchingHeight = CapsuleCollider.IsCrouchingHeight(),
Delta = (float)delta,
Delta = delta,
SprintSpeed = WalkSpeed,
Velocity = Velocity
};