Added a tiny bit of air control and a turnback jump trick.
Release / Export Game (push) Successful in 1m58s

This commit is contained in:
qwsdcvghyu89
2026-06-11 20:48:48 +10:00
parent a4d73f8697
commit d549edbf15
9 changed files with 314 additions and 45 deletions
+64 -9
View File
@@ -1,22 +1,32 @@
using Godot;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
public partial class PlayerPhysicsController : CharacterBody2D {
// [Export]
// public float RunMultiplier { get; set; } = 1.84f;
[Signal]
public delegate void OnTurnbackJumpEventHandler(bool onJumpPoint, bool isOnWall);
[ExportCategory("Accelerations and Impulses")]
[Export]
public float WalkAcceleration { get; set; } = 3f;
[Export]
public float StoppingDeceleration { get; set; } = 8f;
[Export]
public float CancellationAcceleration { get; set; } = 4f;
[Export]
public float AirAcceleration { get; set; } = 0.5f;
[Export]
public float JumpHeight { get; set; } = 5.5f;
private float PeakTime { get; set; } = 0.1f;
[ExportCategory("Max Speeds")]
[Export]
private float MaxFallSpeed { get; set; } = 8f;
@@ -28,12 +38,17 @@ public partial class PlayerPhysicsController : CharacterBody2D {
[Export]
private float MaxWalkSpeed { get; set; } = 8f;
[ExportCategory("Objects")]
[Export]
public Label DebugTextLabel { get; set; }
[Export]
public AnimatedSprite2D Sprite { get; set; }
[Export]
public PredictiveCollisions Predictor { get; set; }
[ExportCategory("Physics Tweaks")]
[Export]
public float Gravity { get; set; } = 30.625f;
@@ -48,6 +63,12 @@ public partial class PlayerPhysicsController : CharacterBody2D {
[Export]
public float CoyoteTiming { get; set; } = 0.1f;
[Export]
public float Deadzone { get; set; } = 0.1f;
private float _lv = 0.0f;
@@ -71,8 +92,8 @@ public partial class PlayerPhysicsController : CharacterBody2D {
Sprite.SpeedScale = absvel.X switch {
< 10 => 1,
< 150 => 2,
< 300 => 4,
_ => 1
< 600 => 4,
_ => 4
};
if (!Sprite.IsPlaying())
Sprite.Play();
@@ -95,15 +116,12 @@ public partial class PlayerPhysicsController : CharacterBody2D {
}
}
[Export]
public float Deadzone { get; set; } = 0.1f;
public override void _PhysicsProcess(double delta) {
var xAxis = Input.GetAxis("move_left", "move_right");
var yAxis = Input.GetAxis("look_up", "look_down");
var yAxis = Input.GetAxis("move_up", "move_down");
var lookAxis = Input.GetAxis("look_up", "look_down");
// var jumpStrength = -Input.GetActionStrength("jump");
var lastCollision = this.IsOnCeiling();
RecalculateLv();
float velx = (Velocity.X / UnitToPx);
@@ -132,9 +150,45 @@ public partial class PlayerPhysicsController : CharacterBody2D {
if (Input.IsActionJustReleased("jump") && vely < 0) {
vely *= 1/4f;
}
if (Input.IsActionJustPressed("jump") && vely > 0) {
var side = velx > 0 ? PredictiveCollisions.Location.BottomRight : PredictiveCollisions.Location.BottomLeft;
if (Predictor.AnyHit(side) && !this.IsOnWall()) {
EmitSignal(SignalName.OnTurnbackJump, true, this.IsOnWall());
var hits = Predictor.GetLastCastHits(side);
_ = hits.First(x => {
if (x.Obj is null) return false;
var collider = x.AsGodotDictionary()["collider"].AsGodotObject();
if (collider.HasMeta("JumpPointAnimatable")) {
var animPath = collider.GetMeta("JumpPointAnimatable").AsNodePath();
var anim = collider.Call(MethodName.GetNode, animPath).As<AnimatedSprite2D>();
var frame = anim.Frame;
void anf() {
anim.Stop();
anim.Frame = frame;
anim.AnimationLooped -= anf;
};
anim.AnimationLooped += anf;
anim.Play();
}
return true;
});
// has jump point
float theta = Mathf.Atan2(-yAxis, xAxis);
if (theta < 0) theta = 0;
if (theta > Mathf.Pi / 2) theta = Mathf.Pi/2;
Vector2 turnjump = new Vector2(Mathf.Cos(theta), -Mathf.Sin(theta) - 0.2f) * _lv;
velx = turnjump.X;
vely = turnjump.Y;
} else {
// does not have jump point
}
}
velx += xAxis * AirAcceleration * (float)delta;
}
if (Mathf.Abs(xAxis) < Deadzone) {
if (grounded && Mathf.Abs(xAxis) < Deadzone) {
var autostop = -Mathf.Sign(velx) * StoppingDeceleration * (float)delta;
if (Mathf.Abs(autostop) > Mathf.Abs(velx)) velx = 0f;
else velx += autostop;
@@ -155,7 +209,8 @@ public partial class PlayerPhysicsController : CharacterBody2D {
$"grounded: {grounded}\n" +
$"vely: {vely}\n" +
$"velx: {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)}";
// Force = new Vector2(0, forcey);
Velocity = new Vector2(velx, vely);
Velocity *= UnitToPx;