refactor: movement system - MovementPreset, decouple abilities, fix timing
This commit is contained in:
@@ -5,26 +5,16 @@ namespace Mr.BrickAdventures.scripts.components;
|
||||
[GlobalClass]
|
||||
public partial class DoubleJumpAbility : MovementAbility
|
||||
{
|
||||
[Export] public float JumpHeight { get; set; } = 100f;
|
||||
[Export] public float JumpTimeToPeak { get; set; } = 0.5f;
|
||||
|
||||
private bool _hasDoubleJumped = false;
|
||||
private float _jumpVelocity;
|
||||
|
||||
|
||||
public override void Initialize(PlayerController controller)
|
||||
{
|
||||
base.Initialize(controller);
|
||||
|
||||
foreach (var ability in _controller.GetActiveAbilities())
|
||||
{
|
||||
if (ability is VariableJumpAbility jumpAbility)
|
||||
{
|
||||
_jumpVelocity = (2.0f * jumpAbility.JumpHeight) / jumpAbility.JumpTimeToPeak * -1.0f;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (_jumpVelocity == 0)
|
||||
{
|
||||
_jumpVelocity = -400.0f;
|
||||
}
|
||||
_jumpVelocity = (2.0f * JumpHeight) / JumpTimeToPeak * -1.0f;
|
||||
}
|
||||
|
||||
public override Vector2 ProcessMovement(Vector2 velocity, double delta)
|
||||
|
||||
@@ -5,8 +5,8 @@ namespace Mr.BrickAdventures.scripts.components;
|
||||
[GlobalClass]
|
||||
public partial class GravityAbility : MovementAbility
|
||||
{
|
||||
public float AscendGravity { get; set; }
|
||||
public float DescendGravity { get; set; }
|
||||
[Export] public float AscendGravity { get; set; } = 980f;
|
||||
[Export] public float DescendGravity { get; set; } = 1960f;
|
||||
|
||||
private float _gravity;
|
||||
|
||||
|
||||
@@ -26,8 +26,6 @@ public partial class GridMovementAbility : MovementAbility
|
||||
|
||||
public override Vector2 ProcessMovement(Vector2 currentVelocity, double delta)
|
||||
{
|
||||
GD.Print($"Player position: {_body.Position}, {_body.GlobalPosition}");
|
||||
|
||||
var inputDirection = _input.MoveDirection;
|
||||
var newDirection = Vector2.Zero;
|
||||
|
||||
|
||||
@@ -30,8 +30,6 @@ public abstract partial class MovementAbility : Node
|
||||
SetProcess(false);
|
||||
SetPhysicsProcess(false);
|
||||
}
|
||||
|
||||
_body.Velocity = Vector2.Zero;
|
||||
}
|
||||
|
||||
public abstract Vector2 ProcessMovement(Vector2 currentVelocity, double delta);
|
||||
|
||||
@@ -13,7 +13,7 @@ public partial class PlayerInputHandler : Node
|
||||
public bool DownReleased { get; private set; }
|
||||
public bool DownHeld { get; private set; }
|
||||
|
||||
public override void _Process(double delta)
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
MoveDirection = Input.GetVector("left", "right", "up", "down");
|
||||
|
||||
|
||||
@@ -7,19 +7,26 @@ public partial class WallJumpAbility : MovementAbility
|
||||
{
|
||||
[ExportGroup("Wall Jump Design")]
|
||||
[Export] public Vector2 WallJumpVelocity { get; set; } = new(500.0f, -350.0f);
|
||||
|
||||
|
||||
[ExportGroup("Wall Slide Feel")]
|
||||
[Export(PropertyHint.Range, "0.0, 1.0, 0.05")] public float WallSlideGravityMultiplier { get; set; } = 0.7f;
|
||||
[Export] public float MaxWallSlideSpeed { get; set; } = 150.0f;
|
||||
|
||||
|
||||
private float _gravity;
|
||||
|
||||
public override void Initialize(PlayerController controller)
|
||||
{
|
||||
base.Initialize(controller);
|
||||
_gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
|
||||
}
|
||||
|
||||
public override Vector2 ProcessMovement(Vector2 velocity, double delta)
|
||||
{
|
||||
var isOnWall = _body.IsOnWall();
|
||||
|
||||
if (isOnWall && !_body.IsOnFloor() && velocity.Y > 0f)
|
||||
{
|
||||
var gravity = (float)ProjectSettings.GetSetting("physics/2d/default_gravity");
|
||||
var newYVelocity = velocity.Y + gravity * WallSlideGravityMultiplier * (float)delta;
|
||||
var newYVelocity = velocity.Y + _gravity * WallSlideGravityMultiplier * (float)delta;
|
||||
|
||||
velocity.Y = Mathf.Min(newYVelocity, MaxWallSlideSpeed);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user