232 lines
8.5 KiB
C#
232 lines
8.5 KiB
C#
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;
|
|
|
|
[ExportCategory("Max Speeds")]
|
|
[Export]
|
|
private float MaxFallSpeed { get; set; } = 8f;
|
|
|
|
[Export]
|
|
private float MaxRiseSpeed { get; set; } = 16f;
|
|
|
|
[Export]
|
|
private float MaxRunSpeed { get; set; } = 16f;
|
|
[Export]
|
|
private float MaxWalkSpeed { get; set; } = 8f;
|
|
[Export]
|
|
private float MaxAirSpeed { get; set; } = 16f;
|
|
|
|
[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;
|
|
|
|
private float TilesToMeters => 9.81f / Gravity;
|
|
|
|
private float PxToMeters => (1 / UnitToPx) * TilesToMeters;
|
|
|
|
[Export]
|
|
public float UnitToPx { get; set; } = 32;
|
|
|
|
private float _timeOffGround = 0.0f;
|
|
|
|
[Export]
|
|
public float CoyoteTiming { get; set; } = 0.1f;
|
|
|
|
[Export]
|
|
public float Deadzone { get; set; } = 0.1f;
|
|
|
|
public float GetMinAccel(float delta) => CancellationAcceleration * delta;
|
|
|
|
|
|
private float _lv = 0.0f;
|
|
|
|
private void RecalculateLv() {
|
|
_lv = Mathf.Sqrt(Mathf.Pow(Gravity * 0.1f / 2, 2) + 2 * Gravity * JumpHeight);
|
|
}
|
|
|
|
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));
|
|
var xAxis = Input.GetAxis("move_left", "move_right");
|
|
Sprite.FlipH = xAxis < 0;
|
|
if (grounded && absvel.X > 0.1) {
|
|
Sprite.Animation = "walk";
|
|
Sprite.SpeedScale = absvel.X switch {
|
|
< 10 => 1,
|
|
< 150 => 2,
|
|
< 600 => 4,
|
|
_ => 4
|
|
};
|
|
if (!Sprite.IsPlaying())
|
|
Sprite.Play();
|
|
} else {
|
|
Sprite.SpeedScale = 1;
|
|
}
|
|
|
|
if (grounded && absvel.X < 0.1) {
|
|
Sprite.Animation = "idle";
|
|
if (!Sprite.IsPlaying())
|
|
Sprite.Play();
|
|
}
|
|
|
|
if (!grounded && Velocity.Y > 0.1) {
|
|
Sprite.Animation = "fall";
|
|
}
|
|
|
|
if (!grounded && Velocity.Y < 0.1) {
|
|
Sprite.Animation = "jump";
|
|
}
|
|
}
|
|
|
|
public override void _PhysicsProcess(double delta) {
|
|
var xAxis = Input.GetAxis("move_left", "move_right");
|
|
var yAxis = Input.GetAxis("move_up", "move_down");
|
|
var lookAxis = Input.GetAxis("look_up", "look_down");
|
|
// var jumpStrength = -Input.GetActionStrength("jump");
|
|
|
|
RecalculateLv();
|
|
|
|
float velx = (Velocity.X / UnitToPx);
|
|
float vely = (Velocity.Y / UnitToPx) + Gravity * (float)delta;
|
|
|
|
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;
|
|
}
|
|
|
|
var accel = WalkAcceleration;
|
|
if (xAxis * Velocity.X < 0) accel = StoppingDeceleration;
|
|
velx += xAxis * accel * (float)delta;
|
|
} else {
|
|
if (Input.IsActionJustReleased("jump") && vely < 0) {
|
|
vely *= 1/4f;
|
|
}
|
|
|
|
if (Input.IsActionJustPressed("turn_back") && 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, 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(velx) * Mathf.Cos(theta), -Mathf.Sin(theta) - 0.2f) * _lv;
|
|
GD.Print($"Theta: {theta * (180 / Mathf.Pi)}, turnjump: {turnjump}");
|
|
velx = turnjump.X;
|
|
vely = turnjump.Y;
|
|
} else {
|
|
// does not have jump point
|
|
// float theta = Mathf.Atan2(-yAxis, Mathf.Abs(xAxis));
|
|
// float margin = 20 * (Mathf.Pi / 180f);
|
|
// if (theta < margin) theta = margin;
|
|
// if (theta > Mathf.Pi / 2 - margin) theta = Mathf.Pi/2 - margin;
|
|
// Vector2 turnjump = new Vector2(-Mathf.Sign(Velocity.X) * Mathf.Cos(theta), -Mathf.Sin(theta) - 0.2f) * _lv;
|
|
// GD.Print($"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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
var maxXSpeed = grounded ? Input.IsActionPressed("run") ? MaxRunSpeed : MaxWalkSpeed : MaxAirSpeed;
|
|
var maxYSpeed = vely > 0 ? MaxFallSpeed : MaxRiseSpeed;
|
|
var (absvelx, absvely) = (Mathf.Abs(velx), Mathf.Abs(vely));
|
|
float xcancel = 0, ycancel = 0;
|
|
if (absvelx > maxXSpeed) xcancel = -Math.Sign(velx) * CancellationAcceleration * (float)delta;
|
|
if (absvely > maxYSpeed) ycancel = -Math.Sign(vely) * CancellationAcceleration * (float)delta;
|
|
if (Mathf.Abs(xcancel) + 0.1 > absvelx && xcancel != 0) velx = 0;
|
|
else velx += xcancel;
|
|
if (Mathf.Abs(ycancel) + 0.1 > absvely && ycancel != 0) vely = 0;
|
|
else vely += ycancel;
|
|
|
|
DebugTextLabel.Text =
|
|
$"grounded: {grounded}\n" +
|
|
$"vely: (v+{ycancel}=){vely}\n" +
|
|
$"velx: (v+{xcancel}=){velx}\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;
|
|
MoveAndSlide();
|
|
}
|
|
}
|