Files
wrplat-godot/src/components/PlayerPhysicsController.cs
T
riley bea9044aee
Release / Export Game (push) Successful in 1m47s
Merge pull request 'Added grassy tiles' (#3) from feat-procedural-gen into main
Reviewed-on: #3
2026-06-14 15:22:30 +02:00

231 lines
8.4 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;
[Export]
private float MaxDoubleJumpFallSpeed { get; set; } = 1f;
[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 && velx != 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) < MaxDoubleJumpFallSpeed) {
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));
if (absvelx > maxXSpeed)
velx = Mathf.Sign(velx) * Mathf.Max(absvelx - CancellationAcceleration * (float)delta, maxXSpeed);
if (absvely > maxYSpeed)
vely = Mathf.Sign(vely) * Mathf.Max(absvely - CancellationAcceleration * (float)delta, maxYSpeed);
DebugTextLabel.Text =
$"grounded: {grounded}\n" +
$"vely: {vely}\n" +
$"velx: {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();
}
}