Files
wrplat-godot/src/components/PlayerPhysicsController.cs
T
2026-06-11 14:43:13 +10:00

156 lines
4.8 KiB
C#

using Godot;
using System;
using System.Diagnostics;
public partial class PlayerPhysicsController : CharacterBody2D {
[Export]
public float FloatingWalkAcceleration { get; set; } = 1f;
[Export]
public float RunMultiplier { get; set; } = 1.84f;
[Export]
public float WalkAcceleration { get; set; } = 3f;
[Export]
public float JumpHeight { get; set; } = 5.5f;
private float PeakTime { get; set; } = 0.1f;
[Export]
public float DragArea { get; set; } = 4f;
[Export]
public float AirDensity { get; set; } = 37.26982f;
[Export]
public float DragCoefficient { get; set; } = 1.3f;
[Export]
public float FloatingDragCoefficientMultiplier { get; set; } = 0.8f;
[Export]
public Label DebugTextLabel { get; set; }
[Export]
public AnimatedSprite2D Sprite { get; set; }
[Export]
public float Gravity { get; set; } = 30.625f;
private float TilesToMeters => 9.81f / Gravity;
private float PxToMeters => (1 / UnitToPx) * TilesToMeters;
[Export]
public float UnitToPx { get; set; } = 32;
private float _lv = 0.0f;
private float _invmass = 1/2f;
[Export]
public float Mass { get => 1/_invmass; set => _invmass = 1/value; }
private float epsilon = 10e-5f;
private void RecalculateLv() {
_lv = Mathf.Sqrt(Mathf.Pow(Gravity * PeakTime / 2, 2) + 2 * Gravity * JumpHeight);
}
private float CalculateDrag(float velocity, float delta) {
var minopposing = Mathf.Abs(velocity * 0.99f);
return Mathf.Clamp(
0.5f *
(this.IsOnFloor() ? DragCoefficient : DragCoefficient * FloatingDragCoefficientMultiplier) *
(Mathf.Pow(TilesToMeters, 3) * AirDensity) *
(Mathf.Pow(TilesToMeters, 2) * DragArea) *
Mathf.Pow(velocity * PxToMeters, 2) *
_invmass *
-Mathf.Sign(velocity) *
delta *
(1f / TilesToMeters),
-minopposing,
minopposing);
}
public override void _Ready() {
RecalculateLv();
base._Ready();
}
public override void _Process(double delta) {
var grounded = this.IsOnFloor();
var absvel = new Vector2(Mathf.Abs(Velocity.X), Mathf.Abs(Velocity.Y));
Sprite.FlipH = Velocity.X < 0;
if (grounded && absvel.X > 0) {
Sprite.Play("walk", absvel.X switch {
< 10 => 1,
< 150 => 2,
< 300 => 4,
_ => 1
});
} else if (grounded && absvel.X < epsilon && absvel.Y < epsilon) {
Sprite.Play("idle");
}
}
private float _timeOffGround = 0.0f;
[Export]
public float CoyoteTiming { 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 jumpStrength = -Input.GetActionStrength("jump");
var lastCollision = this.IsOnCeiling();
RecalculateLv();
float velx = (Velocity.X / UnitToPx) + CalculateDrag(Velocity.X, (float)delta);
float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta + CalculateDrag(Velocity.Y, (float)delta);
if (Mathf.Abs(velx) < 0.3) velx = 0;
var grounded = this.IsOnFloor();
var coyoteGrounded = _timeOffGround < CoyoteTiming;
if (grounded || coyoteGrounded) {
if (grounded) _timeOffGround = 0;
else _timeOffGround += (float)delta;
if (Input.IsActionJustPressed("jump")) {
vely = -_lv;
}
if (!grounded && coyoteGrounded && Input.IsActionJustReleased("jump") && vely < 0) {
vely *= 1/4f;
}
if (Input.IsActionPressed("run")) {
velx += xAxis * WalkAcceleration * (float)delta * RunMultiplier;
} else {
velx += xAxis * WalkAcceleration * (float)delta;
}
} else {
if (Input.IsActionJustReleased("jump") && vely < 0) {
vely *= 1/4f;
}
if (Input.IsActionPressed("run")) {
velx += xAxis * FloatingWalkAcceleration * (float)delta * RunMultiplier;
} else {
velx += xAxis * FloatingWalkAcceleration * (float)delta;
}
}
DebugTextLabel.Text =
$"grounded: {grounded}\n" +
$"vely: {vely}\n" +
$"velx: {velx}\n" +
$"lv : {_lv:F2} or {_lv/(float)delta:F2}\n" +
$"rd : {CalculateDrag(Velocity.X, (float)delta):F2}, {CalculateDrag(Velocity.Y, (float)delta):F2}";
// Force = new Vector2(0, forcey);
Velocity = new Vector2(velx, vely) * UnitToPx;
MoveAndSlide();
}
}