This commit is contained in:
Elnu 2023-10-22 16:14:37 -07:00
parent ffba3fce8c
commit 7093b218fa
16 changed files with 215 additions and 69 deletions

View file

@ -1,17 +1,14 @@
extends CharacterBody2D
extends RigidBody2D
@export var speed = 300.0
@export var jump_velocity = -400.0
@export var wall_jump_velocity = 600.0
@export var ungrounded_x_lerp = 10.0
@export var grounded_drag_lerp = 5.0
@export var ungrounded_drag_lerp = 5.0
@export var fox_time = 5
@export var limp_gravity_modifier = 2.0
@export var on_ground_force = 50.0
@export var in_air_force = 10.0
@export var stop_force = 10.0
var x_velocity_offset = 0
var x_movement = 0
var desired_x_movement = 0
var last_grounded = 0
# Get the gravity from the project settings to be synced with RigidBody nodes.
@ -29,42 +26,53 @@ func _ready():
$Sprite2D.modulate = Color.from_hsv((username_hash % 255) / 255.0, 0.5, 0.8)
gun = $Gun
func _physics_process(delta):
func _physics_process(_delta):
if $MultiplayerSynchronizer.get_multiplayer_authority() != multiplayer.get_unique_id():
return
# Add the gravity.
if is_on_floor():
var is_on_floor = len($FloorDetect.get_overlapping_bodies()) > 0
if is_on_floor:
last_grounded = Time.get_ticks_msec()
else:
velocity.y += gravity * delta * (limp_gravity_modifier if Input.is_action_pressed("limp") else 1.0)
gravity_scale = limp_gravity_modifier if Input.is_action_pressed("limp") else 1.0
gun.look_at(get_global_mouse_position())
var grounded = Time.get_ticks_msec() - last_grounded < fox_time
var on_left_wall = len($WallDetectLeft.get_overlapping_bodies()) > 0
var on_right_wall = len($WallDetectRight.get_overlapping_bodies()) > 0
var on_wall = on_left_wall or on_right_wall
x_velocity_offset = lerpf(x_velocity_offset, 0, (grounded_drag_lerp if is_on_floor() else ungrounded_drag_lerp) * delta)
# Handle Jump.
if Input.is_action_just_pressed("jump"):
if grounded:
velocity.y = jump_velocity
elif len($WallDetect.get_overlapping_bodies()) > 0:
velocity.y = jump_velocity
if $WallDetect.get_overlapping_bodies()[0].position.x > position.x:
x_velocity_offset = -wall_jump_velocity
else:
x_velocity_offset = wall_jump_velocity
#velocity_offset = velocity_offset.lerp(Vector2.ZERO, (grounded_drag_lerp if is_on_floor() else ungrounded_drag_lerp) * delta)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var direction = Input.get_axis("move_left", "move_right")
velocity.x = x_velocity_offset
if direction:
desired_x_movement = direction * speed;
x_movement = lerpf(x_movement, desired_x_movement, 1 if grounded else ungrounded_x_lerp * delta)
velocity.x += x_movement
else:
velocity.x = move_toward(velocity.x, 0, speed)
if grounded:
apply_central_force(Vector2.RIGHT * direction * speed * on_ground_force)
if direction == 0:
if linear_velocity.x > 0.1:
apply_central_force(Vector2.LEFT * stop_force)
elif linear_velocity.x < 0.1:
apply_central_force(Vector2.RIGHT * stop_force)
elif (not on_wall) or (on_left_wall && direction > 0) or (on_right_wall and direction < 0):
apply_central_force(Vector2.RIGHT * direction * speed * in_air_force)
if linear_velocity.x > speed:
linear_velocity.x = speed
elif linear_velocity.x < -speed:
linear_velocity.x = -speed
move_and_slide()
# Handle Jump.
if Input.is_action_just_pressed("jump"):
if grounded:
apply_central_impulse(Vector2.UP * jump_velocity)
$JumpSound.play()
if not grounded and on_wall:
apply_central_impulse(Vector2.UP * jump_velocity)
if on_right_wall:
apply_central_impulse(Vector2.LEFT * wall_jump_velocity)
else:
apply_central_impulse(Vector2.RIGHT * wall_jump_velocity)
$JumpSound.play()