Added new jump mechanics
Release / Export Game (push) Successful in 2m2s

This commit is contained in:
qwsdcvghyu89
2026-06-14 18:27:29 +10:00
parent d549edbf15
commit 744c750638
3 changed files with 40 additions and 11 deletions
File diff suppressed because one or more lines are too long
+6
View File
@@ -91,6 +91,12 @@ move_down={
, Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null) , Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":1,"axis_value":1.0,"script":null)
] ]
} }
turn_back={
"deadzone": 0.2,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":86,"key_label":0,"unicode":118,"location":0,"echo":false,"script":null)
, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":10,"pressure":0.0,"pressed":true,"script":null)
]
}
[physics] [physics]
+20 -8
View File
@@ -23,8 +23,6 @@ public partial class PlayerPhysicsController : CharacterBody2D {
[Export] [Export]
public float JumpHeight { get; set; } = 5.5f; public float JumpHeight { get; set; } = 5.5f;
private float PeakTime { get; set; } = 0.1f;
[ExportCategory("Max Speeds")] [ExportCategory("Max Speeds")]
[Export] [Export]
@@ -73,7 +71,7 @@ public partial class PlayerPhysicsController : CharacterBody2D {
private float _lv = 0.0f; private float _lv = 0.0f;
private void RecalculateLv() { private void RecalculateLv() {
_lv = Mathf.Sqrt(Mathf.Pow(Gravity * PeakTime / 2, 2) + 2 * Gravity * JumpHeight); _lv = Mathf.Sqrt(Mathf.Pow(Gravity * 0.1f / 2, 2) + 2 * Gravity * JumpHeight);
} }
public override void _Ready() { public override void _Ready() {
@@ -151,7 +149,7 @@ public partial class PlayerPhysicsController : CharacterBody2D {
vely *= 1/4f; vely *= 1/4f;
} }
if (Input.IsActionJustPressed("jump") && vely > 0) { if (Input.IsActionJustPressed("turn_back") && vely > 0) {
var side = velx > 0 ? PredictiveCollisions.Location.BottomRight : PredictiveCollisions.Location.BottomLeft; var side = velx > 0 ? PredictiveCollisions.Location.BottomRight : PredictiveCollisions.Location.BottomLeft;
if (Predictor.AnyHit(side) && !this.IsOnWall()) { if (Predictor.AnyHit(side) && !this.IsOnWall()) {
EmitSignal(SignalName.OnTurnbackJump, true, this.IsOnWall()); EmitSignal(SignalName.OnTurnbackJump, true, this.IsOnWall());
@@ -174,17 +172,31 @@ public partial class PlayerPhysicsController : CharacterBody2D {
return true; return true;
}); });
// has jump point // has jump point
float theta = Mathf.Atan2(-yAxis, xAxis); float theta = Mathf.Atan2(-yAxis, Mathf.Abs(xAxis));
if (theta < 0) theta = 0; float margin = 20 * (Mathf.Pi / 180f);
if (theta > Mathf.Pi / 2) theta = Mathf.Pi/2; if (theta < margin) theta = margin;
Vector2 turnjump = new Vector2(Mathf.Cos(theta), -Mathf.Sin(theta) - 0.2f) * _lv; if (theta > Mathf.Pi / 2 - margin) theta = Mathf.Pi/2 - margin;
Vector2 turnjump = new Vector2(-Mathf.Sign(velx) * Mathf.Cos(theta), -Mathf.Sin(theta) - 0.2f) * _lv;
GD.Print($"Theta: {theta * (180 / Mathf.Pi)}, turnjump: {turnjump}");
velx = turnjump.X; velx = turnjump.X;
vely = turnjump.Y; vely = turnjump.Y;
} else { } else {
// does not have jump point // does not have jump point
// float theta = Mathf.Atan2(-yAxis, Mathf.Abs(xAxis));
// float margin = 20 * (Mathf.Pi / 180f);
// if (theta < margin) theta = margin;
// if (theta > Mathf.Pi / 2 - margin) theta = Mathf.Pi/2 - margin;
// Vector2 turnjump = new Vector2(-Mathf.Sign(Velocity.X) * Mathf.Cos(theta), -Mathf.Sin(theta) - 0.2f) * _lv;
// GD.Print($"Theta: {theta * (180 / Mathf.Pi)}, turnjump: {turnjump}");
// velx = turnjump.X;
// vely = turnjump.Y;
} }
} }
if (Input.IsActionJustPressed("jump") && Mathf.Abs(vely) < 2) {
vely = -_lv;
}
velx += xAxis * AirAcceleration * (float)delta; velx += xAxis * AirAcceleration * (float)delta;
} }