wip - fixing movement physics

This commit is contained in:
qwsdcvghyu89
2026-06-11 14:43:13 +10:00
parent 77bc341f9b
commit 3ccf193a7c
5 changed files with 66 additions and 18 deletions
+17 -11
View File
@@ -23,6 +23,8 @@ public partial class PlayerPhysicsController : CharacterBody2D {
[Export]
public float DragCoefficient { get; set; } = 1.3f;
[Export]
public float FloatingDragCoefficientMultiplier { get; set; } = 0.8f;
[Export]
public Label DebugTextLabel { get; set; }
@@ -35,6 +37,8 @@ public partial class PlayerPhysicsController : CharacterBody2D {
private float TilesToMeters => 9.81f / Gravity;
private float PxToMeters => (1 / UnitToPx) * TilesToMeters;
[Export]
public float UnitToPx { get; set; } = 32;
@@ -49,17 +53,20 @@ public partial class PlayerPhysicsController : CharacterBody2D {
_lv = Mathf.Sqrt(Mathf.Pow(Gravity * PeakTime / 2, 2) + 2 * Gravity * JumpHeight);
}
private float CalculateRunDrag(float delta) {
return
private float CalculateDrag(float velocity, float delta) {
var minopposing = Mathf.Abs(velocity * 0.99f);
return Mathf.Clamp(
0.5f *
DragCoefficient *
(this.IsOnFloor() ? DragCoefficient : DragCoefficient * FloatingDragCoefficientMultiplier) *
(Mathf.Pow(TilesToMeters, 3) * AirDensity) *
(Mathf.Pow(TilesToMeters, 2) * DragArea) *
Mathf.Pow(Velocity.X * TilesToMeters, 2) *
Mathf.Pow(velocity * PxToMeters, 2) *
_invmass *
-Mathf.Sign(Velocity.X) *
-Mathf.Sign(velocity) *
delta *
(1f / TilesToMeters);
(1f / TilesToMeters),
-minopposing,
minopposing);
}
public override void _Ready() {
@@ -98,11 +105,10 @@ public partial class PlayerPhysicsController : CharacterBody2D {
var lastCollision = this.IsOnCeiling();
RecalculateLv();
float maxOpposingVel = -(Velocity.X * 0.99f / UnitToPx);
float velx = (Velocity.X / UnitToPx) + Mathf.Clamp(CalculateRunDrag((float)delta), Math.Min(maxOpposingVel, -maxOpposingVel), Math.Max(maxOpposingVel, -maxOpposingVel));
float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta;
float velx = (Velocity.X / UnitToPx) + CalculateDrag(Velocity.X, (float)delta);
float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta + CalculateDrag(Velocity.Y, (float)delta);
if (Mathf.Abs(velx) < 0.5) velx = 0;
if (Mathf.Abs(velx) < 0.3) velx = 0;
var grounded = this.IsOnFloor();
var coyoteGrounded = _timeOffGround < CoyoteTiming;
@@ -140,7 +146,7 @@ public partial class PlayerPhysicsController : CharacterBody2D {
$"vely: {vely}\n" +
$"velx: {velx}\n" +
$"lv : {_lv:F2} or {_lv/(float)delta:F2}\n" +
$"rd : {CalculateRunDrag((float)delta)}";
$"rd : {CalculateDrag(Velocity.X, (float)delta):F2}, {CalculateDrag(Velocity.Y, (float)delta):F2}";
// Force = new Vector2(0, forcey);
Velocity = new Vector2(velx, vely) * UnitToPx;