Fixed run affecting air speed bug; fixed auto zeroing of velocities bug.
Release / Export Game (push) Successful in 2m49s
Release / Export Game (push) Successful in 2m49s
This commit is contained in:
@@ -0,0 +1,7 @@
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{
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"sdk": {
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"version": "11.0.100-preview.5.26302.115",
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"allowPrerelease": true,
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"rollForward": "latestPatch"
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}
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}
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@@ -216,7 +216,7 @@ script = ExtResource("2_oekxy")
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WalkAcceleration = 30.0
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WalkAcceleration = 30.0
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StoppingDeceleration = 50.0
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StoppingDeceleration = 50.0
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CancellationAcceleration = 50.0
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CancellationAcceleration = 50.0
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AirAcceleration = 9.0
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AirAcceleration = 5.0
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MaxFallSpeed = 50.0
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MaxFallSpeed = 50.0
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MaxRiseSpeed = 50.0
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MaxRiseSpeed = 50.0
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MaxRunSpeed = 12.0
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MaxRunSpeed = 12.0
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@@ -237,7 +237,7 @@ sprite_frames = ExtResource("2_wq5k4")
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animation = &"walk"
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animation = &"walk"
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[node name="Camera2D" type="Camera2D" parent="Player/CharacterBody2D" unique_id=1068565115]
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[node name="Camera2D" type="Camera2D" parent="Player/CharacterBody2D" unique_id=1068565115]
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zoom = Vector2(5, 5)
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zoom = Vector2(2, 2)
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[node name="Label" type="Label" parent="Player/CharacterBody2D" unique_id=436935745]
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[node name="Label" type="Label" parent="Player/CharacterBody2D" unique_id=436935745]
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offset_left = 22.0
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offset_left = 22.0
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@@ -35,6 +35,8 @@ public partial class PlayerPhysicsController : CharacterBody2D {
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private float MaxRunSpeed { get; set; } = 16f;
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private float MaxRunSpeed { get; set; } = 16f;
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[Export]
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[Export]
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private float MaxWalkSpeed { get; set; } = 8f;
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private float MaxWalkSpeed { get; set; } = 8f;
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[Export]
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private float MaxAirSpeed { get; set; } = 16f;
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[ExportCategory("Objects")]
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[ExportCategory("Objects")]
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[Export]
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[Export]
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@@ -65,7 +67,7 @@ public partial class PlayerPhysicsController : CharacterBody2D {
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[Export]
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[Export]
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public float Deadzone { get; set; } = 0.1f;
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public float Deadzone { get; set; } = 0.1f;
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public float GetMinAccel(float delta) => CancellationAcceleration * delta;
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private float _lv = 0.0f;
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private float _lv = 0.0f;
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@@ -125,8 +127,6 @@ public partial class PlayerPhysicsController : CharacterBody2D {
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float velx = (Velocity.X / UnitToPx);
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float velx = (Velocity.X / UnitToPx);
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float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta;
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float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta;
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if (Mathf.Abs(velx) < 0.1) velx = 0;
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var grounded = this.IsOnFloor();
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var grounded = this.IsOnFloor();
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var coyoteGrounded = _timeOffGround < CoyoteTiming;
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var coyoteGrounded = _timeOffGround < CoyoteTiming;
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if (grounded || coyoteGrounded) {
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if (grounded || coyoteGrounded) {
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@@ -206,21 +206,21 @@ public partial class PlayerPhysicsController : CharacterBody2D {
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else velx += autostop;
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else velx += autostop;
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}
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}
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var maxXSpeed = Input.IsActionPressed("run") ? MaxRunSpeed : MaxWalkSpeed;
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var maxXSpeed = grounded ? Input.IsActionPressed("run") ? MaxRunSpeed : MaxWalkSpeed : MaxAirSpeed;
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var maxYSpeed = vely > 0 ? MaxFallSpeed : MaxRiseSpeed;
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var maxYSpeed = vely > 0 ? MaxFallSpeed : MaxRiseSpeed;
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var (absvelx, absvely) = (Mathf.Abs(velx), Mathf.Abs(vely));
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var (absvelx, absvely) = (Mathf.Abs(velx), Mathf.Abs(vely));
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float xcancel = 0, ycancel = 0;
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float xcancel = 0, ycancel = 0;
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if (absvelx > maxXSpeed) xcancel = -Math.Sign(velx) * CancellationAcceleration * (float)delta;
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if (absvelx > maxXSpeed) xcancel = -Math.Sign(velx) * CancellationAcceleration * (float)delta;
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if (absvely > maxYSpeed) ycancel = -Math.Sign(vely) * CancellationAcceleration * (float)delta;
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if (absvely > maxYSpeed) ycancel = -Math.Sign(vely) * CancellationAcceleration * (float)delta;
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if (Mathf.Abs(xcancel) + 0.1 > absvelx) velx = 0;
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if (Mathf.Abs(xcancel) + 0.1 > absvelx && xcancel != 0) velx = 0;
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else velx += xcancel;
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else velx += xcancel;
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if (Mathf.Abs(ycancel) + 0.1 > absvely) vely = 0;
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if (Mathf.Abs(ycancel) + 0.1 > absvely && ycancel != 0) vely = 0;
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else vely += ycancel;
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else vely += ycancel;
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DebugTextLabel.Text =
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DebugTextLabel.Text =
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$"grounded: {grounded}\n" +
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$"grounded: {grounded}\n" +
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$"vely: {vely}\n" +
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$"vely: (v+{ycancel}=){vely}\n" +
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$"velx: {velx}\n" +
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$"velx: (v+{xcancel}=){velx}\n" +
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$"lv : {_lv:F2} or {_lv/(float)delta:F2}\n" +
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$"lv : {_lv:F2} or {_lv/(float)delta:F2}\n" +
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$"lcrc : {Predictor.AnyHit(PredictiveCollisions.Location.BottomLeft)}/{Predictor.AnyHit(PredictiveCollisions.Location.BottomRight)}";
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$"lcrc : {Predictor.AnyHit(PredictiveCollisions.Location.BottomLeft)}/{Predictor.AnyHit(PredictiveCollisions.Location.BottomRight)}";
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// Force = new Vector2(0, forcey);
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// Force = new Vector2(0, forcey);
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@@ -3,6 +3,7 @@ using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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#nullable enable
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#nullable enable
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public class LevelPattern {
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public class LevelPattern {
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public TileMapPattern Level { get; }
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public TileMapPattern Level { get; }
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