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przygody-pana-cegly/scripts/components/Movement/VariableJumpAbility.cs
2025-08-30 23:06:12 +02:00

68 lines
2.3 KiB
C#

using Godot;
namespace Mr.BrickAdventures.scripts.components;
[GlobalClass]
public partial class VariableJumpAbility : MovementAbility
{
[ExportGroup("Jump Design")]
[Export] public float JumpHeight { get; set; } = 100f;
[Export] public float JumpTimeToPeak { get; set; } = 0.5f;
[Export] public float JumpTimeToDescent { get; set; } = 0.4f;
[ExportGroup("Jump Feel")]
// How much to reduce upward velocity when the jump button is released mid-air.
[Export(PropertyHint.Range, "0.0, 1.0, 0.05")] public float JumpCutMultiplier { get; set; } = 0.5f;
[Export(PropertyHint.Range, "0,10,1")] public int CoyoteFrames { get; set; } = 6;
private float _jumpVelocity;
private bool _wasOnFloor = false;
private bool _hasJumpedInAir = false;
private Timer _coyoteTimer;
public float AscendGravity { get; private set; }
public float DescendGravity { get; private set; }
public override void Initialize(PlayerController controller)
{
base.Initialize(controller);
_jumpVelocity = (2.0f * JumpHeight) / JumpTimeToPeak * -1.0f;
AscendGravity = (-2.0f * JumpHeight) / (JumpTimeToPeak * JumpTimeToPeak) * -1.0f;
DescendGravity = (-2.0f * JumpHeight) / (JumpTimeToDescent * JumpTimeToDescent) * -1.0f;
_coyoteTimer = new Timer { OneShot = true, WaitTime = CoyoteFrames / (float)Engine.GetPhysicsTicksPerSecond() };
AddChild(_coyoteTimer);
}
public override Vector2 ProcessMovement(Vector2 velocity, double delta)
{
var isGrounded = _body.IsOnFloor();
if (!isGrounded && _wasOnFloor) _coyoteTimer.Start();
if (isGrounded) _hasJumpedInAir = false;
if (_input.JumpHeld && !_hasJumpedInAir)
{
if (isGrounded || !_coyoteTimer.IsStopped())
{
velocity.Y = _jumpVelocity;
_controller.EmitSignal(PlayerController.SignalName.JumpInitiated);
_coyoteTimer.Stop();
_hasJumpedInAir = true;
}
}
if (_input.JumpReleased)
{
if (velocity.Y < 0.0f)
{
velocity.Y *= JumpCutMultiplier;
}
}
_wasOnFloor = isGrounded;
return velocity;
}
}