Fixed run affecting air speed bug; fixed auto zeroing of velocities bug.
Release / Export Game (push) Successful in 2m49s

This commit is contained in:
qwsdcvghyu89
2026-06-14 20:56:06 +10:00
parent a0c4e305c5
commit 4e344cc02d
4 changed files with 19 additions and 11 deletions
+9 -9
View File
@@ -35,6 +35,8 @@ public partial class PlayerPhysicsController : CharacterBody2D {
private float MaxRunSpeed { get; set; } = 16f;
[Export]
private float MaxWalkSpeed { get; set; } = 8f;
[Export]
private float MaxAirSpeed { get; set; } = 16f;
[ExportCategory("Objects")]
[Export]
@@ -65,7 +67,7 @@ public partial class PlayerPhysicsController : CharacterBody2D {
[Export]
public float Deadzone { get; set; } = 0.1f;
public float GetMinAccel(float delta) => CancellationAcceleration * delta;
private float _lv = 0.0f;
@@ -125,8 +127,6 @@ public partial class PlayerPhysicsController : CharacterBody2D {
float velx = (Velocity.X / UnitToPx);
float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta;
if (Mathf.Abs(velx) < 0.1) velx = 0;
var grounded = this.IsOnFloor();
var coyoteGrounded = _timeOffGround < CoyoteTiming;
if (grounded || coyoteGrounded) {
@@ -206,21 +206,21 @@ public partial class PlayerPhysicsController : CharacterBody2D {
else velx += autostop;
}
var maxXSpeed = Input.IsActionPressed("run") ? MaxRunSpeed : MaxWalkSpeed;
var maxXSpeed = grounded ? Input.IsActionPressed("run") ? MaxRunSpeed : MaxWalkSpeed : MaxAirSpeed;
var maxYSpeed = vely > 0 ? MaxFallSpeed : MaxRiseSpeed;
var (absvelx, absvely) = (Mathf.Abs(velx), Mathf.Abs(vely));
float xcancel = 0, ycancel = 0;
if (absvelx > maxXSpeed) xcancel = -Math.Sign(velx) * CancellationAcceleration * (float)delta;
if (absvely > maxYSpeed) ycancel = -Math.Sign(vely) * CancellationAcceleration * (float)delta;
if (Mathf.Abs(xcancel) + 0.1 > absvelx) velx = 0;
if (Mathf.Abs(xcancel) + 0.1 > absvelx && xcancel != 0) velx = 0;
else velx += xcancel;
if (Mathf.Abs(ycancel) + 0.1 > absvely) vely = 0;
else vely += ycancel;
if (Mathf.Abs(ycancel) + 0.1 > absvely && ycancel != 0) vely = 0;
else vely += ycancel;
DebugTextLabel.Text =
$"grounded: {grounded}\n" +
$"vely: {vely}\n" +
$"velx: {velx}\n" +
$"vely: (v+{ycancel}=){vely}\n" +
$"velx: (v+{xcancel}=){velx}\n" +
$"lv : {_lv:F2} or {_lv/(float)delta:F2}\n" +
$"lcrc : {Predictor.AnyHit(PredictiveCollisions.Location.BottomLeft)}/{Predictor.AnyHit(PredictiveCollisions.Location.BottomRight)}";
// Force = new Vector2(0, forcey);