small improvements on the wall run
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This commit is contained in:
2025-11-14 16:39:17 +01:00
parent 0b0163a0ac
commit fabafbb35b
3 changed files with 53 additions and 25 deletions

View File

@@ -30,6 +30,7 @@ glow_enabled = true
[node name="Player" parent="." instance=ExtResource("1_1s2y7")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1.5)
TutorialDone = true
[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
environment = SubResource("Environment_1bvp3")

View File

@@ -84,6 +84,14 @@ PostDashSpeed = 30.0
WallHugGravityLesseningFactor = 15.0
WallHugDownwardMaxSpeed = 8.0
WallHugHorizontalDeceleration = 0.5
WallRunAltitudeLossSpeed = 12.0
WallRunSpeedThreshold = 5.0
[node name="WallRunSnapper" type="RayCast3D" parent="."]
unique_name_in_owner = true
transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 0, 0, 0)
target_position = Vector3(0, 0, -5)
collision_mask = 2
[node name="InputController" type="Node3D" parent="."]
script = ExtResource("16_v31n3")
@@ -163,7 +171,6 @@ target_position = Vector3(0, 1, 0)
[node name="TweenQueueSystem" parent="." instance=ExtResource("22_rpwev")]
[node name="WallHugSystem" type="Node3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
script = ExtResource("27_n7qhm")
[node name="back" type="RayCast3D" parent="WallHugSystem"]

View File

@@ -35,6 +35,7 @@ public partial class PlayerController : CharacterBody3D
public Node3D DashIndicatorNode;
public MeshInstance3D DashIndicatorMesh;
public CylinderMesh DashIndicatorMeshCylinder;
public RayCast3D WallRunSnapper;
private bool _movementEnabled = true;
@@ -154,6 +155,16 @@ public partial class PlayerController : CharacterBody3D
[Export(PropertyHint.Range, "0.1,10,0.1,or_greater")]
public float WallHugHorizontalDeceleration { get; set; } = 5f;
// Wall run
[ExportGroup("Wall run")]
[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
public float WallRunUpwardVelocity { get; set; } = 10f;
[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
public float WallRunAltitudeLossSpeed { get; set; } = 10f;
[Export(PropertyHint.Range, "1,20,0.1,or_greater")]
public float WallRunSpeedThreshold { get; set; } = 8f;
private float _targetSpeed;
private float _gravity;
@@ -246,6 +257,7 @@ public partial class PlayerController : CharacterBody3D
DashSystem = GetNode<DashSystem>("DashSystem");
StairsSystem = GetNode<StairsSystem>("StairsSystem");
WallHugSystem = GetNode<WallHugSystem>("WallHugSystem");
WallRunSnapper = GetNode<RayCast3D>("%WallRunSnapper");
RayCast3D stairsBelowRayCast3D = GetNode<RayCast3D>("StairsBelowRayCast3D");
RayCast3D stairsAheadRayCast3D = GetNode<RayCast3D>("StairsAheadRayCast3D");
_headCollisionDetectors = new RayCast3D[NUM_OF_HEAD_COLLISION_DETECTORS];
@@ -427,8 +439,6 @@ public partial class PlayerController : CharacterBody3D
_playerState.SendEvent("start_falling");
}
private float _wallRunSpeedThreshold = 8f;
public void HandleAirborne(float delta)
{
MoveInAir(delta);
@@ -444,19 +454,21 @@ public partial class PlayerController : CharacterBody3D
// Should we start a wall run
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 isHeadPlanting = Velocity.AngleTo(wallNormal) < Math.PI / 4;
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;
if (haveEnoughSpeed && !isHeadPlanting && !isGoingDownwards)
if (haveEnoughSpeed && isCoplanarEnough && !isGoingDownwards && isIndeedWall && !_coyoteEnabled.Active)
{
SetVerticalVelocity(WallRunUpwardVelocity);
_playerState.SendEvent("wall_run");
return;
}
// If all else fail and we go down, we hug
if (Velocity.Y < 0)
if (Velocity.Y < 0 && !_coyoteEnabled.Active)
_playerState.SendEvent("wall_hug");
}
@@ -476,14 +488,11 @@ public partial class PlayerController : CharacterBody3D
_wallHugStartNormal = newWallNormal;
}
private float _timeSinceWallStarted;
public void OnWallStarted()
{
_wallHugStartNormal = WallHugSystem.WallHugNormal.UnwrapOr(Vector3.Up);
_wallHugStartLocation = WallHugSystem.WallHugLocation.UnwrapOr(Vector3.Zero) + _wallHugStartNormal * _playerRadius;
_wallHugStartProjectedVelocity = Velocity.Slide(_wallHugStartNormal);
_timeSinceWallStarted = 0;
}
public void OnWallStopped()
@@ -505,23 +514,26 @@ public partial class PlayerController : CharacterBody3D
WallHang(delta);
}
private float _wallRunUpwardVelocity = 10f;
public void HandleWallRunning(float delta)
{
_timeSinceWallStarted += delta;
// Find horizontal velocity projected on the current wall
var hvel = new Vector3(Velocity.X, 0, Velocity.Z);
var hvelProjected = hvel.Slide(_wallHugStartNormal);
Velocity = hvelProjected + hvelProjected.Length()*Vector3.Up*0.3f/(1+_timeSinceWallStarted);
Velocity *= 0.99f;
// if (CanMantle())
// {
// MantleToLocation(_plannedMantleLocation.Unwrap());
// }
// Reorient horizontal velocity so we keep it coplanar with the wall without losing speed
var finalHVel = hvelProjected.Normalized() * hvel.Length();
if (!WallHugSystem.IsWallHugging() || Velocity.Length() < _wallRunSpeedThreshold)
// Adapt vertical speed
var verticalSpeed = Velocity.Y - WallRunAltitudeLossSpeed * delta;
Velocity = finalHVel + Vector3.Up*verticalSpeed;
Velocity *= 0.995f;
if (WallRunSnapper.IsColliding())
{
GD.Print((WallRunSnapper.GetCollisionPoint() - WallRunSnapper.GlobalPosition).Length());
}
if (!WallHugSystem.IsWallHugging() || Velocity.Length() < WallRunSpeedThreshold)
{
_playerState.SendEvent("start_falling");
}
@@ -549,7 +561,10 @@ public partial class PlayerController : CharacterBody3D
{
if (CanMantle())
{
MantleToLocation(_plannedMantleLocation.Unwrap());
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);
return;
}
@@ -558,6 +573,7 @@ public partial class PlayerController : CharacterBody3D
_playerState.SendEvent("megajump");
return;
}
_playerState.SendEvent("jump");
}
@@ -582,6 +598,7 @@ public partial class PlayerController : CharacterBody3D
public void OnDoubleJumpStarted()
{
_canDash = true;
_canDashAirborne = true;
OnJumpStarted(DoubleJumpStartVelocity);
}
public void OnMegaJumpStarted()
@@ -943,6 +960,9 @@ public partial class PlayerController : CharacterBody3D
public void PlaceWeaponForTutorial()
{
if (TutorialDone)
return;
RemoveChild(WeaponRoot);
GetTree().GetRoot().CallDeferred(Node.MethodName.AddChild, WeaponRoot);
WeaponRoot.CallDeferred(Node3D.MethodName.SetGlobalPosition, TutorialWeaponTarget.GlobalPosition);
@@ -1158,7 +1178,7 @@ public partial class PlayerController : CharacterBody3D
Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
{
Delta = delta,
IsOnFloorCustom = isOnFloorCustom(),
IsOnFloorCustom = isOnFloorCustom() || _onWallRunning.Active,
Velocity = Velocity,
SettingsMultiplier = _headBobbingMultiplier
};