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Author SHA1 Message Date
a84e0ecfb3 Merge branch 'main' of https://git.game-dev.space/minimata/MovementTests
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2025-12-15 11:20:39 +01:00
f828c1d786 added a coyote time for wall jumps 2025-12-15 11:20:17 +01:00
a98785abec Update .gitea/workflows/main.yaml
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2025-12-10 21:26:25 +00:00
7c4e541446 fixed input mapping context issue
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2025-12-10 17:10:41 +01:00
7d31d17034 tuto fixes
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2025-12-10 10:04:05 +01:00
2ff8cc74cc camera incline on wall run and normal run
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2025-12-08 12:23:36 +01:00
fabafbb35b small improvements on the wall run
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2025-11-14 16:39:17 +01:00
10 changed files with 203 additions and 78 deletions

View File

@@ -69,11 +69,11 @@ jobs:
# mkdir -v -p build/linux
# godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
# zip -r Linux.zip build/linux
# - name: Mac Build
# run: |
# mkdir -v -p build/mac
# godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
# zip -r Mac.zip build/mac
- name: Mac Build
run: |
mkdir -v -p build/mac
godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
zip -r Mac.zip build/mac
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
@@ -102,12 +102,12 @@ jobs:
# buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
# gameData: Linux.zip
# buildChannel: linux
# - name: Upload to Itch
# uses: KikimoraGames/itch-publish@v0.0.3
# with:
# butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
# itchUsername: ${{ env.ITCHIO_USERNAME }}
# itchGameId: ${{ env.ITCHIO_GAMEID }}
# buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
# gameData: Mac.zip
# buildChannel: mac
- name: Upload to Itch
uses: KikimoraGames/itch-publish@v0.0.3
with:
butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
itchUsername: ${{ env.ITCHIO_USERNAME }}
itchGameId: ${{ env.ITCHIO_GAMEID }}
buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
gameData: Mac.zip
buildChannel: mac

View File

@@ -14,6 +14,7 @@ var credits_scene
var sub_menu
func load_game_scene() -> void:
GUIDE.disable_mapping_context(menu_context)
SceneLoader.load_scene(game_scene_path)
func new_game() -> void:

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

@@ -1,7 +1,8 @@
[gd_scene load_steps=40 format=3 uid="uid://dmkw8cmalm5k"]
[gd_scene load_steps=41 format=3 uid="uid://dmkw8cmalm5k"]
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://player_controller/PlayerController.tscn" id="1_2vsi6"]
[ext_resource type="Script" uid="uid://blenis2y55fmg" path="res://tools/city_helpers.gd" id="1_qwuk2"]
[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://systems/inputs/base_mode/base_mode.tres" id="2_p287n"]
[ext_resource type="Texture2D" uid="uid://ca4kkq3w8cd4n" path="res://assets/sky/sky_15_2k.png" id="2_ruo5i"]
[ext_resource type="PackedScene" uid="uid://dkr80d2pi0d41" path="res://addons/guide/debugger/guide_debugger.tscn" id="2_uet8a"]
[ext_resource type="Script" uid="uid://cyh0d64pfygbl" path="res://addons/maaacks_game_template/base/scripts/pause_menu_controller.gd" id="7_ukfuy"]
@@ -49,7 +50,7 @@ size = Vector3(12, 11.5, 5)
size = Vector3(12, 13, 7)
[sub_resource type="BoxShape3D" id="BoxShape3D_lnjrw"]
size = Vector3(14, 15.5, 13.5)
size = Vector3(14, 10, 13.5)
[sub_resource type="BoxShape3D" id="BoxShape3D_3w3wd"]
size = Vector3(13, 16.5, 11.5)
@@ -91,6 +92,7 @@ adjustment_enabled = true
[node name="Main" type="Node3D"]
script = ExtResource("1_qwuk2")
base_mode = ExtResource("2_p287n")
[node name="BackgroundMusicPlayer" parent="." instance=ExtResource("9_i2xii")]
stream = ExtResource("10_eca4n")
@@ -102,7 +104,6 @@ player = NodePath("../Player")
pause = ExtResource("10_0ari0")
[node name="TutorialController" type="Control" parent="."]
visible = false
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
@@ -318,10 +319,9 @@ shape = SubResource("BoxShape3D_3wccx")
[node name="TutoDash2" parent="TutoTriggers" instance=ExtResource("16_qwuk2")]
transform = Transform3D(0.14133325, 0, 0.98996216, 0, 1, 0, -0.98996216, 0, 0.14133325, 28.885735, 27.749329, 25.360323)
first_input_texture = ExtResource("16_crf87")
second_input_texture = ExtResource("19_efsse")
complex_input_text = "in air"
tuto_text = "Dash"
first_input_texture = ExtResource("19_efsse")
complex_input_text = "against wall"
tuto_text = "Wall run"
[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTriggers/TutoDash2"]
transform = Transform3D(1.0000031, 0, -4.917383e-07, 0, 1, 0, 4.917383e-07, 0, 1.0000031, 5.500023, 5, 0)
@@ -333,7 +333,7 @@ collision_layer = 0
collision_mask = 16
[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTriggers/TriggerTutoWeaponThrow"]
transform = Transform3D(0.9961947, 0, -0.08715595, 0, 1, 0, 0.08715595, 0, 0.9961947, 4.4208603, 7, -4.632329)
transform = Transform3D(0.9961947, 0, -0.08715595, 0, 1, 0, 0.08715595, 0, 0.9961947, 4.4208603, 9.75, -4.632329)
shape = SubResource("BoxShape3D_lnjrw")
[node name="TriggerTutoEnjoy" type="Area3D" parent="TutoTriggers"]
@@ -376,10 +376,9 @@ shadow_opacity = 0.95
shadow_blur = 2.435
[node name="Player" parent="." node_paths=PackedStringArray("TutorialWeaponTarget") instance=ExtResource("1_2vsi6")]
transform = Transform3D(0.054514527, 0, -0.9985129, 0, 1, 0, 0.9985129, 0, 0.054514527, -6, 75.5, -13.5)
transform = Transform3D(0.054514527, 0, -0.9985129, 0, 1, 0, 0.9985129, 0, 0.054514527, 0, -132.75, 118)
collision_layer = 17
TutorialWeaponTarget = NodePath("../PlacedTutorialWeapon/WeaponLocationTarget")
TutorialDone = true
AccelerationAir = 1.5
[node name="DebugLayer" type="CanvasLayer" parent="."]

View File

@@ -66,6 +66,7 @@ AccelerationAir = 2.0
DecelerationAir = 0.1
Weight = 5.0
MantleTime = 0.3
CoyoteTime = 0.3
SimpleJumpStartVelocity = 8.0
SimpleJumpHangTimeInFrames = 1
SimpleJumpGravityLesseningFactor = 2.5
@@ -84,6 +85,14 @@ PostDashSpeed = 30.0
WallHugGravityLesseningFactor = 15.0
WallHugDownwardMaxSpeed = 8.0
WallHugHorizontalDeceleration = 0.5
WallRunAltitudeLossSpeed = 12.0
WallRunSpeedThreshold = 10.0
[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")
@@ -121,6 +130,8 @@ CapsuleDefaultHeight = 1.7
[node name="HeadSystem" parent="." instance=ExtResource("11_rxwoh")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
CameraInclineAcceleration = 20.0
GroundedCameraIncline = 3.0
[node name="StairsSystem" type="Node3D" parent="."]
script = ExtResource("7_bmt5a")
@@ -163,7 +174,6 @@ 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"]
@@ -238,7 +248,6 @@ offset_left = 1524.0
offset_top = 1.0
offset_right = -8.0
offset_bottom = 1.0
enabled = false
initial_node_to_watch = NodePath("../StateChart")
[node name="UI" type="Control" parent="."]
@@ -595,13 +604,13 @@ default_state = NodePath("../CoyoteEnabled")
[node name="OnWallHug" type="Node" parent="StateChart/Root/Movement/Airborne"]
script = ExtResource("28_n7qhm")
to = NodePath("../../OnWall/Hugging")
to = NodePath("../../OnWall/HuggingCoyoteEnabled")
event = &"wall_hug"
delay_in_seconds = "0.0"
[node name="OnWallRun" type="Node" parent="StateChart/Root/Movement/Airborne"]
script = ExtResource("28_n7qhm")
to = NodePath("../../OnWall/Running")
to = NodePath("../../OnWall/RunningCoyoteEnabled")
event = &"wall_run"
delay_in_seconds = "0.0"
@@ -678,12 +687,6 @@ to = NodePath("../../Grounded")
event = &"grounded"
delay_in_seconds = "0.0"
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Jump/SimpleJump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="OnMegajump" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Jump/MegaJump")
@@ -696,15 +699,51 @@ to = NodePath("../../Airborne/Reset")
event = &"start_falling"
delay_in_seconds = "0.0"
[node name="HuggingCoyoteEnabled" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("27_34snm")
[node name="OnExpiration" type="Node" parent="StateChart/Root/Movement/OnWall/HuggingCoyoteEnabled"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Hugging")
event = &"coyote_expired"
delay_in_seconds = "0.0"
[node name="Hugging" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall/Hugging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Jump/SimpleJump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="Hanging" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall/Hanging"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Jump/SimpleJump")
event = &"jump"
delay_in_seconds = "0.0"
[node name="RunningCoyoteEnabled" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("27_34snm")
[node name="OnExpiration" type="Node" parent="StateChart/Root/Movement/OnWall/RunningCoyoteEnabled"]
script = ExtResource("28_n7qhm")
to = NodePath("../../Running")
event = &"coyote_expired"
delay_in_seconds = "0.0"
[node name="Running" type="Node" parent="StateChart/Root/Movement/OnWall"]
script = ExtResource("27_34snm")
[node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall/Running"]
script = ExtResource("28_n7qhm")
to = NodePath("../../../Jump/SimpleJump")
event = &"jump"
delay_in_seconds = "0.0"
[connection signal="input_aim_canceled" from="InputController" to="." method="OnInputAimCanceled"]
[connection signal="input_aim_down" from="InputController" to="." method="OnInputAimDown"]
[connection signal="input_aim_pressed" from="InputController" to="." method="OnInputAimPressed"]

View File

@@ -25,7 +25,6 @@ public partial class PlayerController : CharacterBody3D
public MantleSystem MantleSystem;
public DashSystem DashSystem;
public CapsuleCollider CapsuleCollider;
public TweenQueueSystem TweenQueueSystem;
public Node3D WeaponRoot;
public WeaponSystem WeaponSystem;
public WallHugSystem WallHugSystem;
@@ -35,6 +34,7 @@ public partial class PlayerController : CharacterBody3D
public Node3D DashIndicatorNode;
public MeshInstance3D DashIndicatorMesh;
public CylinderMesh DashIndicatorMeshCylinder;
public RayCast3D WallRunSnapper;
private bool _movementEnabled = true;
@@ -154,6 +154,16 @@ 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;
@@ -194,10 +204,14 @@ public partial class PlayerController : CharacterBody3D
private StateChartState _aimedDash;
private StateChartState _onWall;
private StateChartState _onWallHugging;
private StateChartState _onWallHuggingCoyoteEnabled;
private StateChartState _onWallHanging;
private StateChartState _onWallRunning;
private StateChartState _onWallRunningCoyoteEnabled;
private Transition _onJumpFromWall;
private Transition _onJumpFromWall1;
private Transition _onJumpFromWall2;
private Transition _onJumpFromWall3;
private Transition _onMegajumpFromWall;
private float _playerHeight;
@@ -217,7 +231,6 @@ public partial class PlayerController : CharacterBody3D
///////////////////////////
// General use stuff
TweenQueueSystem = GetNode<TweenQueueSystem>("TweenQueueSystem");
PlayerUi = GetNode<PlayerUi>("UI");
// DashIndicator = GetNode<TextureRect>("%DashIndicator");
PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
@@ -246,6 +259,7 @@ 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];
@@ -278,12 +292,16 @@ public partial class PlayerController : CharacterBody3D
_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"));
_onJumpFromWall = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/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"));
_onMegajumpFromWall = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/OnMegajump"));
_onWall = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall"));
_onWallHuggingCoyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/HuggingCoyoteEnabled"));
_onWallHugging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hugging"));
_onWallHanging = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Hanging"));
_onWallRunning = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/Running"));
_onWallRunningCoyoteEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall/RunningCoyoteEnabled"));
// State timers
_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
@@ -292,9 +310,6 @@ public partial class PlayerController : CharacterBody3D
///////////////////////////
// Initialize components //
///////////////////////////
// General use stuff
TweenQueueSystem.Init(this);
// Camera stuff
HeadSystem.Init();
@@ -306,7 +321,7 @@ public partial class PlayerController : CharacterBody3D
_gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
MantleSystem.Init();
StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
DashSystem.Init(HeadSystem, camera, TweenQueueSystem);
DashSystem.Init(HeadSystem, camera);
WeaponSystem.Init(HeadSystem, camera);
WallHugSystem.Init();
@@ -361,11 +376,17 @@ public partial class PlayerController : CharacterBody3D
_onWall.StateEntered += OnWallStarted;
_onWall.StateExited += OnWallStopped;
_onWallHuggingCoyoteEnabled.StateEntered += OnWallHuggingStarted;
_onWallHuggingCoyoteEnabled.StatePhysicsProcessing += HandleWallHugging;
_onWallHugging.StatePhysicsProcessing += HandleWallHugging;
_onWallHanging.StatePhysicsProcessing += HandleWallHanging;
_onWallRunningCoyoteEnabled.StateEntered += OnWallRunningStarted;
_onWallRunningCoyoteEnabled.StatePhysicsProcessing += HandleWallRunning;
_onWallRunning.StatePhysicsProcessing += HandleWallRunning;
_onJumpFromWall.Taken += OnJumpFromWall;
_onJumpFromWall1.Taken += OnJumpFromWall;
_onJumpFromWall2.Taken += OnJumpFromWall;
_onJumpFromWall3.Taken += OnJumpFromWall;
_onMegajumpFromWall.Taken += OnMegajumpFromWall;
}
@@ -427,8 +448,6 @@ public partial class PlayerController : CharacterBody3D
_playerState.SendEvent("start_falling");
}
private float _wallRunSpeedThreshold = 8f;
public void HandleAirborne(float delta)
{
MoveInAir(delta);
@@ -444,26 +463,38 @@ 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 isGoingDownwards = Velocity.AngleTo(Vector3.Down) < Math.PI / 4;
if (haveEnoughSpeed && !isHeadPlanting && !isGoingDownwards)
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 && 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");
}
public void OnWallHuggingStarted()
{
GetTree().CreateTimer(CoyoteTime).Timeout += CoyoteExpired;
}
public void OnWallRunningStarted()
{
GetTree().CreateTimer(CoyoteTime).Timeout += CoyoteExpired;
}
private Vector3 _wallHugStartLocation = Vector3.Zero;
private Vector3 _wallHugStartNormal = Vector3.Zero;
private Vector3 _wallHugStartProjectedVelocity = Vector3.Zero;
private Vector3 _currentWallContactPoint = Vector3.Zero;
public void OnWallDetected()
{
@@ -476,18 +507,20 @@ 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;
_currentWallContactPoint = WallHugSystem.WallHugLocation.UnwrapOr(Vector3.Zero);
_wallHugStartLocation = _currentWallContactPoint + _wallHugStartNormal * _playerRadius;
_wallHugStartProjectedVelocity = Velocity.Slide(_wallHugStartNormal);
_timeSinceWallStarted = 0;
}
public void OnWallStopped()
{
_wallHugStartLocation = Vector3.Zero;
_currentWallContactPoint = Vector3.Zero;
_wallHugStartNormal = Vector3.Zero;
_wallHugStartProjectedVelocity = Vector3.Zero;
}
public void HandleWallHugging(float delta)
@@ -505,23 +538,25 @@ 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());
// }
if (!WallHugSystem.IsWallHugging() || Velocity.Length() < _wallRunSpeedThreshold)
// Reorient horizontal velocity so we keep it coplanar with the wall without losing speed
var finalHVel = hvelProjected.Normalized() * hvel.Length();
// Adapt vertical speed
var verticalSpeed = Velocity.Y - WallRunAltitudeLossSpeed * delta;
Velocity = finalHVel + Vector3.Up*verticalSpeed;
Velocity *= 0.995f;
_currentWallContactPoint = WallHugSystem.WallHugLocation.UnwrapOr(Vector3.Zero);
if (isOnFloorCustom())
_playerState.SendEvent("grounded");
if (!WallHugSystem.IsWallHugging() || Velocity.Length() < WallRunSpeedThreshold)
{
_playerState.SendEvent("start_falling");
}
@@ -549,7 +584,10 @@ 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 +596,7 @@ public partial class PlayerController : CharacterBody3D
_playerState.SendEvent("megajump");
return;
}
_playerState.SendEvent("jump");
}
@@ -582,6 +621,7 @@ public partial class PlayerController : CharacterBody3D
public void OnDoubleJumpStarted()
{
_canDash = true;
_canDashAirborne = true;
OnJumpStarted(DoubleJumpStartVelocity);
}
public void OnMegaJumpStarted()
@@ -626,9 +666,14 @@ public partial class PlayerController : CharacterBody3D
return _inputMoveKeyboard;
}
public Vector3 GetGlobalMoveInput()
{
return Transform.Basis * HeadSystem.Transform.Basis * GetMoveInput();
}
public Vector3 ComputeHVelocity(float delta, float accelerationFactor, float decelerationFactor, Vector3? direction = null)
{
var dir = direction ?? Transform.Basis * HeadSystem.Transform.Basis * GetMoveInput();
var dir = direction ?? GetGlobalMoveInput();
var acceleration = dir.Length() > 0 ? accelerationFactor : decelerationFactor;
@@ -943,6 +988,9 @@ 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);
@@ -1076,11 +1124,14 @@ public partial class PlayerController : CharacterBody3D
///////////////////////////
// Stateless logic ////////
///////////////////////////
private void LookAround()
private void LookAround(double delta)
{
Vector2 inputLookDir = new Vector2(_inputRotateY, _inputRotateFloorplane);
var lookSensitivity = _isUsingGamepad ? _lookSensitivityMultiplier : _mouseSensitivityMultiplier;
HeadSystem.LookAround(inputLookDir, lookSensitivity);
var wallHugContactPoint = _onWallRunning.Active || _onWallRunningCoyoteEnabled.Active ? _currentWallContactPoint : Vector3.Zero;
var playerVelocity = GetGlobalMoveInput();
HeadSystem.LookAround(delta, inputLookDir, playerVelocity, wallHugContactPoint, lookSensitivity);
}
public void MoveOnGround(double delta)
@@ -1158,7 +1209,7 @@ public partial class PlayerController : CharacterBody3D
Bobbing.CameraBobbingParams cameraBobbingParams = new Bobbing.CameraBobbingParams
{
Delta = delta,
IsOnFloorCustom = isOnFloorCustom(),
IsOnFloorCustom = isOnFloorCustom() || _onWallRunning.Active || _onWallRunningCoyoteEnabled.Active,
Velocity = Velocity,
SettingsMultiplier = _headBobbingMultiplier
};
@@ -1219,7 +1270,7 @@ public partial class PlayerController : CharacterBody3D
///////////////////////////
public override void _PhysicsProcess(double delta)
{
LookAround();
LookAround(delta);
CameraModifications((float) delta);
HandleStairs((float) delta);
_plannedMantleLocation = MantleSystem.FindMantleForHeadRotation(HeadSystem.Rotation.Y);

View File

@@ -25,7 +25,6 @@ public partial class DashSystem: Node3D
private ShapeCast3D _dashCast3D;
private ShapeCast3D _playerCast3D;
private Camera3D _camera;
private TweenQueueSystem _tweenQueueSystem;
private Vector3 _dashDirection = Vector3.Zero;
private ShapeCast3D _dashCastDrop;
@@ -54,7 +53,7 @@ public partial class DashSystem: Node3D
public float DashCastRadius { get; set; }
public void Init(Node3D head, Camera3D camera, TweenQueueSystem tweenQueueSystem)
public void Init(Node3D head, Camera3D camera)
{
_dashCast3D = GetNode<ShapeCast3D>("DashCast3D");
var dashShape = _dashCast3D.GetShape() as SphereShape3D;
@@ -73,7 +72,6 @@ public partial class DashSystem: Node3D
_head = head;
_camera = camera;
_tweenQueueSystem = tweenQueueSystem;
_mantleSystem = GetNode<MantleSystem>("MantleSystem");
_mantleSystem.Init();

View File

@@ -1,5 +1,6 @@
using System;
using Godot;
using RustyOptions;
namespace Movementtests.systems;
@@ -11,6 +12,15 @@ public partial class HeadSystem : Node3D
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float LookSensitivity { get; set; } = 1f;
[Export(PropertyHint.Range, "0.1,50,0.1,or_greater")]
public double CameraInclineAcceleration { get; set; } = 10f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WallRunCameraIncline { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float GroundedCameraIncline { get; set; } = 5f;
public void Init()
{
@@ -25,7 +35,7 @@ public partial class HeadSystem : Node3D
_animationPlayer.Play("mantle");
}
public void LookAround(Vector2 lookDir, float sensitivitMultiplier = 1f)
public void LookAround(double delta, Vector2 lookDir, Vector3 playerVelocity, Vector3? wallContactPoint = null, float sensitivitMultiplier = 1f)
{
// Horizontal movement of head
float angleForHorizontalRotation = lookDir.X * LookSensitivity * sensitivitMultiplier;
@@ -35,11 +45,33 @@ public partial class HeadSystem : Node3D
Vector3 currentCameraRotation = _cameraAnchor.Rotation;
currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier);
currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
var isWallRunning = wallContactPoint.HasValue && wallContactPoint.Value.Length() > Mathf.Epsilon;
var cameraIncline = 0f;
if (isWallRunning)
{
var directionToWall = (wallContactPoint.Value - GlobalPosition).Normalized();
var cameraInclineFactor = ComputeCameraInclineFactor(directionToWall);
cameraIncline = Mathf.DegToRad(WallRunCameraIncline * cameraInclineFactor);
}
else
{
var cameraInclineFactor = ComputeCameraInclineFactor(playerVelocity);
cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f);
}
currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
_cameraAnchor.Rotation = currentCameraRotation;
_camera.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
}
public float ComputeCameraInclineFactor(Vector3 direction)
{
var forward = GetForwardHorizontalVector().Normalized();
var crossProduct = forward.Cross(direction);
return crossProduct.Length()*Mathf.Sign(crossProduct.Y);
}
public Vector3 GetForwardHorizontalVector()
{
return GetGlobalTransform().Basis.Z;

View File

@@ -33,6 +33,10 @@ public partial class MantleSystem: Node3D
{
return Option<Vector3>.None;
}
if (_wallInFrontCast3D.GetCollisionNormal(0).Y > 0.8f)
{
return Option<Vector3>.None;
}
var collisionPoint = _wallInFrontCast3D.GetCollisionPoint(0);
var collisionNormal = _wallInFrontCast3D.GetCollisionNormal(0);

View File

@@ -5,8 +5,8 @@ extends Node3D
@export_tool_button("Tuto start", "Callable") var player_tuto_start = place_player_tuto_start
@export_tool_button("Playground", "Callable") var player_playground = place_player_playground
@onready var player: CharacterBody3D = $Player
@onready var player: CharacterBody3D = $Player
func place_player_tuto_start():
player.position = Vector3(0, -132.75, 118)