Compare commits
4 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| a1d57d6a1a | |||
| 941205af2b | |||
| 6c2ad89687 | |||
| 59494f9e98 |
@@ -54,27 +54,12 @@ jobs:
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- name: Import resources and build solution
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run: |
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godot --headless --editor --build-solutions --quit --import --path $PWD
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- name: Build Windows
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run: |
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mkdir -v -p build/windows
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godot --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
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zip -r Windows.zip build/windows
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- name: Build Windows ARM
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run: |
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mkdir -v -p build/windowsArm
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godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
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zip -r WindowsArm.zip build/windowsArm
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# - name: Linux Build
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# run: |
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# mkdir -v -p build/linux
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# godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
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# zip -r Linux.zip build/linux
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- name: Mac Build
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run: |
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mkdir -v -p build/mac
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godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
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zip -r Mac.zip build/mac
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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with:
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@@ -84,6 +69,12 @@ jobs:
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buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
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gameData: Windows.zip
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buildChannel: windows
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- name: Build Windows ARM
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run: |
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mkdir -v -p build/windowsArm
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godot --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
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zip -r WindowsArm.zip build/windowsArm
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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with:
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@@ -93,15 +84,27 @@ jobs:
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buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
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gameData: WindowsArm.zip
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buildChannel: windows-arm
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# - name: Upload to Itch
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# uses: KikimoraGames/itch-publish@v0.0.3
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# with:
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# butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
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# itchUsername: ${{ env.ITCHIO_USERNAME }}
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# itchGameId: ${{ env.ITCHIO_GAMEID }}
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# buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
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# gameData: Linux.zip
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# buildChannel: linux
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- name: Linux Build
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run: |
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mkdir -v -p build/linux
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godot --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
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zip -r Linux.zip build/linux
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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with:
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butlerApiKey: ${{ secrets.BUTLER_TOKEN }}
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itchUsername: ${{ env.ITCHIO_USERNAME }}
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itchGameId: ${{ env.ITCHIO_GAMEID }}
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buildNumber: ${{ needs.BumpTag.outputs.tag_name }}
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gameData: Linux.zip
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buildChannel: linux
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- name: Mac Build
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run: |
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mkdir -v -p build/mac
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godot --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
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zip -r Mac.zip build/mac
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- name: Upload to Itch
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uses: KikimoraGames/itch-publish@v0.0.3
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with:
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@@ -63,22 +63,21 @@ blend_mode = 1
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_poq2x")
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WalkSpeed = 7.5
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AccelerationAir = 2.0
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DecelerationAir = 0.1
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Weight = 5.0
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MantleTime = 0.2
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AccelerationAir = 0.8
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DecelerationAir = 0.02
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Weight = 4.0
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MantleTime = 0.3
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MantlePath = ExtResource("2_6lejt")
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CoyoteTime = 0.3
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SimpleJumpStartVelocity = 8.0
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SimpleJumpStartVelocity = 6.0
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SimpleJumpHangTimeInFrames = 1
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SimpleJumpGravityLesseningFactor = 2.5
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DoubleJumpStartVelocity = 15.0
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SimpleJumpGravityLesseningFactor = 2.0
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DoubleJumpHangTimeInFrames = 3
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DoubleJumpGravityLesseningFactor = 1.5
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MegaJumpStartVelocity = 30.0
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MegaJumpHangTimeInFrames = 12
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MegaJumpGravityLesseningFactor = 1.2
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WallJumpStartVelocity = 12.0
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WallJumpStartVelocity = 8.0
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MaxNumberOfEmpoweredActions = 3
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SimpleDashStrength = 15.0
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PoweredDashStrength = 30.0
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@@ -236,6 +235,11 @@ transform = Transform3D(1, 0, 0, 0, -4.371139e-08, 1, 0, -1, -4.371139e-08, 0, 0
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mesh = SubResource("CylinderMesh_nodcl")
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[node name="DashCooldown" type="Timer" parent="."]
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wait_time = 0.8
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one_shot = true
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[node name="AirborneDashCooldown" type="Timer" parent="."]
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wait_time = 0.5
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one_shot = true
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[node name="PowerCooldown" type="Timer" parent="."]
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@@ -609,7 +613,7 @@ default_state = NodePath("../CoyoteEnabled")
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[node name="OnWallRun" type="Node" parent="StateChart/Root/Movement/Airborne"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../OnWall/RunningCoyoteEnabled")
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to = NodePath("../../OnWall/Running")
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event = &"wall_run"
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delay_in_seconds = "0.0"
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@@ -672,7 +676,7 @@ script = ExtResource("27_34snm")
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[node name="OnWallHug" type="Node" parent="StateChart/Root/Movement/Airborne/Falling"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../OnWall/HuggingCoyoteEnabled")
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to = NodePath("../../../OnWall/Hugging")
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event = &"wall_hug"
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delay_in_seconds = "0.0"
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@@ -736,7 +740,7 @@ script = ExtResource("27_34snm")
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[node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall/Hugging"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../Jump/SimpleJump")
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to = NodePath("../../../Jump/DoubleJump")
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event = &"jump"
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delay_in_seconds = "0.0"
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@@ -745,7 +749,7 @@ script = ExtResource("27_34snm")
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[node name="OnJump" type="Node" parent="StateChart/Root/Movement/OnWall/Hanging"]
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script = ExtResource("28_n7qhm")
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to = NodePath("../../../Jump/SimpleJump")
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to = NodePath("../../../Jump/DoubleJump")
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event = &"jump"
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delay_in_seconds = "0.0"
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@@ -58,6 +58,7 @@ public partial class PlayerController : CharacterBody3D
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// Timers
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private Timer _timeScaleAimInAirTimer;
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private Timer _simpleDashCooldownTimer;
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private Timer _airborneDashCooldownTimer;
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private Timer _powerCooldownTimer;
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[Export] public Marker3D TutorialWeaponTarget;
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@@ -327,6 +328,7 @@ public partial class PlayerController : CharacterBody3D
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_powerCooldownTimer = GetNode<Timer>("PowerCooldown");
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_timeScaleAimInAirTimer = GetNode<Timer>("TimeScaleAimInAir");
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_simpleDashCooldownTimer = GetNode<Timer>("DashCooldown");
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_airborneDashCooldownTimer = GetNode<Timer>("AirborneDashCooldown");
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///////////////////////////
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// Initialize components //
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@@ -398,6 +400,7 @@ public partial class PlayerController : CharacterBody3D
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_aimedDash.StateExited += OnAimedDashFinished;
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_simpleDashCooldownTimer.Timeout += DashCooldownTimeout;
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_airborneDashCooldownTimer.Timeout += AirborneDashCooldownTimeout;
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_onWall.StateEntered += OnWallStarted;
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_onWall.StateExited += OnWallStopped;
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@@ -469,10 +472,19 @@ public partial class PlayerController : CharacterBody3D
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{
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_canDash = true;
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}
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public void AirborneDashCooldownTimeout()
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{
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_canDashAirborne = true;
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}
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public bool IsPlayerInputtingForward()
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{
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return GetMoveInput().Z < -0.5f;
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}
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public bool IsTryingToMantle()
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{
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return MantleSystem.IsMantlePossible && GetMoveInput().Z < -0.5f && _isJumpInputPressed;
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return MantleSystem.IsMantlePossible && IsPlayerInputtingForward() && _isJumpInputPressed;
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}
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public void HandleGrounded(float delta)
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@@ -485,15 +497,17 @@ public partial class PlayerController : CharacterBody3D
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public void HandleAirborne(float delta)
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{
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MoveInAir(delta);
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if (isOnFloorCustom())
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_playerState.SendEvent("grounded");
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if (IsTryingToMantle()) _playerState.SendEvent("mantle");
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if (!WallHugSystem.IsWallHugging())
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{
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_isWallJumpAvailable = true; // reset wall jump if we left the wall
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return;
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}
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// Going upwards, we stay simply airborne
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if (Velocity.AngleTo(Vector3.Up) < Math.PI / 4)
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@@ -638,13 +652,15 @@ public partial class PlayerController : CharacterBody3D
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return;
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}
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if (_onWallHuggingCoyoteEnabled.Active || _onWallRunningCoyoteEnabled.Active)
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{
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if (!_isWallJumpAvailable) return;
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}
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if (_onWall.Active && !_isWallJumpAvailable && IsFacingWall()) return;
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_playerState.SendEvent("jump");
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}
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public bool IsFacingWall()
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{
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return _wallHugStartNormal.Dot(GetGlobalForwardFacingVector()) < -0.5f;
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}
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public void OnInputJumpOngoing()
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{
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}
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@@ -667,7 +683,7 @@ public partial class PlayerController : CharacterBody3D
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public void OnDoubleJumpStarted()
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{
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_canDash = true;
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_canDashAirborne = true;
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// _canDashAirborne = true;
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OnJumpStarted(DoubleJumpStartVelocity);
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}
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public void OnMegaJumpStarted()
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@@ -699,7 +715,14 @@ public partial class PlayerController : CharacterBody3D
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public void OnJumpFromWall()
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{
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ComputeJumpFromWallHSpeed(WallJumpStartVelocity);
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if (!IsFacingWall())
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{
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ComputeJumpFromWallHSpeed(WallJumpStartVelocity);
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}
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// Remove the ability to dash straight away so you cannot scale up the wall
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_canDashAirborne = false;
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_airborneDashCooldownTimer.Start();
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_isWallJumpAvailable = false;
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}
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public void OnMegajumpFromWall()
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{
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@@ -1361,6 +1384,11 @@ public partial class PlayerController : CharacterBody3D
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{
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WeaponRoot.SetRotation(HeadSystem.Rotation);
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}
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public Vector3 GetGlobalForwardFacingVector()
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{
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return Transform.Basis * HeadSystem.Transform.Basis * Vector3.Forward;
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}
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///////////////////////////
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// Processes //////////////
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@@ -57,13 +57,15 @@ public partial class MantleSystem: Node3D
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IsMantlePossible = false;
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if (!isColliding) return;
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// Check if collide with wall
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// Check if face something wall-like that should be climbable
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var collisionNormal = isGrounded ? _groundedWallDetect.GetCollisionNormal(0) : _inAirWallDetect.GetCollisionNormal(0);
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if (collisionNormal.Y > 0.9f) return;
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if (collisionNormal.Y > 0.7f) return;
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var spaceState = GetWorld3D().DirectSpaceState;
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MantleCurve = new Curve3D();
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MantleCurve.AddPoint(Vector3.Zero);
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var hasFirstProfileHit = false;
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var hasFirstProfileHit = false;
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var previousProfilePoint = GlobalPosition;
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foreach (var wallProfileShapecast in _wallProfileShapecasts)
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{
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// Haven't met the wall yet
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@@ -74,22 +76,31 @@ public partial class MantleSystem: Node3D
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// Got to the other side of the wall, we stop there
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if (!wallProfileShapecast.IsColliding())
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{
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MantleCurve.AddPoint(ToLocal(globalTargetPosition));
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// MantleCurve.AddPoint(ToLocal(globalTargetPosition));
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break;
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}
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var profilePoint = wallProfileShapecast.GetCollisionPoint(0);
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var profileNormal = wallProfileShapecast.GetCollisionNormal(0);
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var shape = wallProfileShapecast.Shape as SphereShape3D;
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var shapeRadius = shape == null ? 0.125f : shape.Radius;
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var centerOfShape = profilePoint + profileNormal * shapeRadius;
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// Check if we collided parallel to a wall
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var isCollisionSameAsTarget = globalTargetPosition.IsEqualApprox(profilePoint);
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var isCollisionSameAsTarget = globalTargetPosition.IsEqualApprox(centerOfShape);
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var isCollidingWithWall = profileNormal.Y < 0.1f;
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if (isCollisionSameAsTarget || isCollidingWithWall) continue;
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// Check if the path from the previous point makes us go through a wall
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var query = PhysicsRayQueryParameters3D.Create(previousProfilePoint, centerOfShape, wallProfileShapecast.CollisionMask);
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var result = spaceState.IntersectRay(query);
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if (result.Count > 0) break; // We are going through a wall, we stop there
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// We have a valid collision
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if (!hasFirstProfileHit) FirstMantleProfilePoint = profilePoint;
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if (!hasFirstProfileHit) FirstMantleProfilePoint = centerOfShape;
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hasFirstProfileHit = true;
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MantleCurve.AddPoint(ToLocal(profilePoint));
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previousProfilePoint = centerOfShape;
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MantleCurve.AddPoint(ToLocal(centerOfShape));
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}
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if (MantleCurve.PointCount == 1) return;
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@@ -58,47 +58,47 @@ collision_mask = 2
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -0.5)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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[node name="ShapeCast2" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -0.75)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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[node name="ShapeCast3" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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[node name="ShapeCast4" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1.25)
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
|
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|
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[node name="ShapeCast5" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1.5)
|
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
|
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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|
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[node name="ShapeCast6" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -1.75)
|
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
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target_position = Vector3(0, -2.125, 0)
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collision_mask = 2
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|
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[node name="ShapeCast7" type="ShapeCast3D" parent="WallProfileShapeCasts"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.5, -2)
|
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enabled = false
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shape = SubResource("SphereShape3D_i32qj")
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target_position = Vector3(0, -2.375, 0)
|
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target_position = Vector3(0, -2.125, 0)
|
||||
collision_mask = 2
|
||||
|
||||
Reference in New Issue
Block a user