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
+7
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@@ -0,0 +1,7 @@
{
"sdk": {
"version": "11.0.100-preview.5.26302.115",
"allowPrerelease": true,
"rollForward": "latestPatch"
}
}
+2 -2
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@@ -216,7 +216,7 @@ script = ExtResource("2_oekxy")
WalkAcceleration = 30.0 WalkAcceleration = 30.0
StoppingDeceleration = 50.0 StoppingDeceleration = 50.0
CancellationAcceleration = 50.0 CancellationAcceleration = 50.0
AirAcceleration = 9.0 AirAcceleration = 5.0
MaxFallSpeed = 50.0 MaxFallSpeed = 50.0
MaxRiseSpeed = 50.0 MaxRiseSpeed = 50.0
MaxRunSpeed = 12.0 MaxRunSpeed = 12.0
@@ -237,7 +237,7 @@ sprite_frames = ExtResource("2_wq5k4")
animation = &"walk" animation = &"walk"
[node name="Camera2D" type="Camera2D" parent="Player/CharacterBody2D" unique_id=1068565115] [node name="Camera2D" type="Camera2D" parent="Player/CharacterBody2D" unique_id=1068565115]
zoom = Vector2(5, 5) zoom = Vector2(2, 2)
[node name="Label" type="Label" parent="Player/CharacterBody2D" unique_id=436935745] [node name="Label" type="Label" parent="Player/CharacterBody2D" unique_id=436935745]
offset_left = 22.0 offset_left = 22.0
+9 -9
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@@ -35,6 +35,8 @@ public partial class PlayerPhysicsController : CharacterBody2D {
private float MaxRunSpeed { get; set; } = 16f; private float MaxRunSpeed { get; set; } = 16f;
[Export] [Export]
private float MaxWalkSpeed { get; set; } = 8f; private float MaxWalkSpeed { get; set; } = 8f;
[Export]
private float MaxAirSpeed { get; set; } = 16f;
[ExportCategory("Objects")] [ExportCategory("Objects")]
[Export] [Export]
@@ -65,7 +67,7 @@ public partial class PlayerPhysicsController : CharacterBody2D {
[Export] [Export]
public float Deadzone { get; set; } = 0.1f; public float Deadzone { get; set; } = 0.1f;
public float GetMinAccel(float delta) => CancellationAcceleration * delta;
private float _lv = 0.0f; private float _lv = 0.0f;
@@ -125,8 +127,6 @@ public partial class PlayerPhysicsController : CharacterBody2D {
float velx = (Velocity.X / UnitToPx); float velx = (Velocity.X / UnitToPx);
float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta; float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta;
if (Mathf.Abs(velx) < 0.1) velx = 0;
var grounded = this.IsOnFloor(); var grounded = this.IsOnFloor();
var coyoteGrounded = _timeOffGround < CoyoteTiming; var coyoteGrounded = _timeOffGround < CoyoteTiming;
if (grounded || coyoteGrounded) { if (grounded || coyoteGrounded) {
@@ -206,21 +206,21 @@ public partial class PlayerPhysicsController : CharacterBody2D {
else velx += autostop; 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 maxYSpeed = vely > 0 ? MaxFallSpeed : MaxRiseSpeed;
var (absvelx, absvely) = (Mathf.Abs(velx), Mathf.Abs(vely)); var (absvelx, absvely) = (Mathf.Abs(velx), Mathf.Abs(vely));
float xcancel = 0, ycancel = 0; float xcancel = 0, ycancel = 0;
if (absvelx > maxXSpeed) xcancel = -Math.Sign(velx) * CancellationAcceleration * (float)delta; if (absvelx > maxXSpeed) xcancel = -Math.Sign(velx) * CancellationAcceleration * (float)delta;
if (absvely > maxYSpeed) ycancel = -Math.Sign(vely) * 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; else velx += xcancel;
if (Mathf.Abs(ycancel) + 0.1 > absvely) vely = 0; if (Mathf.Abs(ycancel) + 0.1 > absvely && ycancel != 0) vely = 0;
else vely += ycancel; else vely += ycancel;
DebugTextLabel.Text = DebugTextLabel.Text =
$"grounded: {grounded}\n" + $"grounded: {grounded}\n" +
$"vely: {vely}\n" + $"vely: (v+{ycancel}=){vely}\n" +
$"velx: {velx}\n" + $"velx: (v+{xcancel}=){velx}\n" +
$"lv : {_lv:F2} or {_lv/(float)delta:F2}\n" + $"lv : {_lv:F2} or {_lv/(float)delta:F2}\n" +
$"lcrc : {Predictor.AnyHit(PredictiveCollisions.Location.BottomLeft)}/{Predictor.AnyHit(PredictiveCollisions.Location.BottomRight)}"; $"lcrc : {Predictor.AnyHit(PredictiveCollisions.Location.BottomLeft)}/{Predictor.AnyHit(PredictiveCollisions.Location.BottomRight)}";
// Force = new Vector2(0, forcey); // Force = new Vector2(0, forcey);
+1
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@@ -3,6 +3,7 @@ using System;
using System.Collections.Generic; using System.Collections.Generic;
#nullable enable #nullable enable
public class LevelPattern { public class LevelPattern {
public TileMapPattern Level { get; } public TileMapPattern Level { get; }