Changed run/walk to be based more off of momentum. Fixed jump bug.
Release / Export Game (push) Successful in 1m57s
Release / Export Game (push) Successful in 1m57s
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@@ -162,9 +162,11 @@ position = Vector2(755, 0)
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position = Vector2(1, 0)
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safe_margin = 0.16
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script = ExtResource("2_oekxy")
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FloatingWalkSpeed = 3.5
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WalkSpeed = 4.0
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FloatingWalkAcceleration = 30.0
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WalkAcceleration = 80.0
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JumpHeight = 6.0
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DragArea = 1.525
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AirDensity = 1.3
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DebugTextLabel = NodePath("Label")
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Sprite = NodePath("AnimatedSprite2D")
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Mass = 0.5
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@@ -183,7 +185,6 @@ animation = &"walk"
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zoom = Vector2(3, 3)
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[node name="Label" type="Label" parent="Player/CharacterBody2D" unique_id=436935745]
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visible = false
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offset_left = 22.0
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offset_top = -75.0
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offset_right = 139.0
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@@ -4,17 +4,26 @@ using System.Diagnostics;
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public partial class PlayerPhysicsController : CharacterBody2D {
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[Export]
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public float FloatingWalkSpeed { get; set; } = 1f;
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public float FloatingWalkAcceleration { get; set; } = 1f;
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[Export]
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public float RunMultiplier { get; set; } = 1.84f;
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[Export]
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public float WalkSpeed { get; set; } = 3f;
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public float WalkAcceleration { get; set; } = 3f;
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[Export]
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public float JumpHeight { get; set; } = 5.5f;
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private float PeakTime { get; set; } = 0.1f;
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[Export]
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public float DragArea { get; set; } = 4f;
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[Export]
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public float AirDensity { get; set; } = 37.26982f;
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[Export]
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public float DragCoefficient { get; set; } = 1.3f;
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[Export]
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public Label DebugTextLabel { get; set; }
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@@ -22,7 +31,9 @@ public partial class PlayerPhysicsController : CharacterBody2D {
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public AnimatedSprite2D Sprite { get; set; }
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[Export]
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public float Gravity { get; set; } = 30f;
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public float Gravity { get; set; } = 30.625f;
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private float TilesToMeters => 9.81f / Gravity;
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[Export]
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public float UnitToPx { get; set; } = 32;
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@@ -38,6 +49,19 @@ public partial class PlayerPhysicsController : CharacterBody2D {
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_lv = Mathf.Sqrt(Mathf.Pow(Gravity * PeakTime / 2, 2) + 2 * Gravity * JumpHeight);
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}
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private float CalculateRunDrag(float delta) {
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return
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0.5f *
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DragCoefficient *
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(Mathf.Pow(TilesToMeters, 3) * AirDensity) *
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(Mathf.Pow(TilesToMeters, 2) * DragArea) *
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Mathf.Pow(Velocity.X * TilesToMeters, 2) *
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_invmass *
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-Mathf.Sign(Velocity.X) *
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delta *
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(1f / TilesToMeters);
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}
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public override void _Ready() {
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RecalculateLv();
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base._Ready();
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@@ -74,9 +98,12 @@ public partial class PlayerPhysicsController : CharacterBody2D {
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var lastCollision = this.IsOnCeiling();
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RecalculateLv();
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float velx = 0f;
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float maxOpposingVel = -(Velocity.X * 0.99f / UnitToPx);
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float velx = (Velocity.X / UnitToPx) + Mathf.Clamp(CalculateRunDrag((float)delta), Math.Min(maxOpposingVel, -maxOpposingVel), Math.Max(maxOpposingVel, -maxOpposingVel));
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float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta;
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if (Mathf.Abs(velx) < 0.5) velx = 0;
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var grounded = this.IsOnFloor();
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var coyoteGrounded = _timeOffGround < CoyoteTiming;
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if (grounded || coyoteGrounded) {
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@@ -87,10 +114,14 @@ public partial class PlayerPhysicsController : CharacterBody2D {
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vely = -_lv;
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}
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if (!grounded && coyoteGrounded && Input.IsActionJustReleased("jump") && vely < 0) {
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vely *= 1/4f;
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}
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if (Input.IsActionPressed("run")) {
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velx = WalkSpeed * RunMultiplier;
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velx += xAxis * WalkAcceleration * (float)delta * RunMultiplier;
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} else {
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velx = WalkSpeed;
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velx += xAxis * WalkAcceleration * (float)delta;
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}
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} else {
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if (Input.IsActionJustReleased("jump") && vely < 0) {
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@@ -98,20 +129,18 @@ public partial class PlayerPhysicsController : CharacterBody2D {
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}
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if (Input.IsActionPressed("run")) {
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velx = FloatingWalkSpeed * RunMultiplier;
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velx += xAxis * FloatingWalkAcceleration * (float)delta * RunMultiplier;
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} else {
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velx = FloatingWalkSpeed;
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velx += xAxis * FloatingWalkAcceleration * (float)delta;
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}
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}
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velx *= xAxis;
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DebugTextLabel.Text =
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$"grounded: {grounded}\n" +
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$"vely: {vely}\n" +
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$"velx: {velx}\n" +
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$"lv : {_lv:F2} or {_lv/(float)delta:F2}\n" +
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$"tg : {_timeOffGround}";
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$"rd : {CalculateRunDrag((float)delta)}";
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// Force = new Vector2(0, forcey);
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Velocity = new Vector2(velx, vely) * UnitToPx;
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