leg jump swap ani fix

This commit is contained in:
Nicholas Butzke
2026-08-10 12:57:41 -04:00
parent 0ce626ad42
commit bb34764d59
3 changed files with 70 additions and 19 deletions
+34 -19
View File
@@ -73,25 +73,7 @@ func update(delta: float) -> void:
machine.notify_landed(fall_speed) machine.notify_landed(fall_speed)
# Bunny hop: if jump was buffered or pressed on landing frame # Bunny hop: if jump was buffered or pressed on landing frame
if (machine.input_jump_pressed or machine.jump_buffer_time > 0.0) and machine.jump_cooldown_timer <= 0.0: if _try_bunny_hop():
var land_speed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
var bhop_speed := maxf(land_speed, minf(land_speed + params.bunny_hop_speed_gain, params.bunny_hop_speed_cap))
# Maintain horizontal direction, boost speed
var hdir := Vector3(player.velocity.x, 0.0, player.velocity.z)
if hdir.length_squared() > 0.01:
hdir = hdir.normalized()
else:
hdir = machine.wish_dir_world
player.velocity.x = hdir.x * bhop_speed
player.velocity.z = hdir.z * bhop_speed
player.velocity.y = params.jump_velocity * params.bunny_hop_impulse
machine.current_jump_count = 1
machine.on_ground = false
machine.jump_buffer_time = 0.0
machine.register_chain_mechanic("bunny_hop")
machine.jump_cooldown_timer = params.jump_cooldown
if player.jump_player:
player.jump_player.play()
# Stay in air state # Stay in air state
return return
@@ -109,6 +91,7 @@ func update(delta: float) -> void:
player.double_jump_player.play() player.double_jump_player.play()
return return
# ── Wall interaction (Run, Climb, Vault) ────────────────────────────── # ── Wall interaction (Run, Climb, Vault) ──────────────────────────────
if machine.input_dir.length() > 0.1 and machine.input_dir.y <= 0.0 and machine.wall_cooldown_timer <= 0.0: if machine.input_dir.length() > 0.1 and machine.input_dir.y <= 0.0 and machine.wall_cooldown_timer <= 0.0:
var fwd_wall = machine.detect_wall_forward() var fwd_wall = machine.detect_wall_forward()
@@ -143,3 +126,35 @@ func update(delta: float) -> void:
if machine.input_dash and machine.can_dash(): if machine.input_dash and machine.can_dash():
machine.switch_to("dash") machine.switch_to("dash")
return return
func _try_bunny_hop() -> bool:
# Held jump is intentionally accepted here so landing can immediately start
# the next hop without spending a frame in Ground. It is still a distinct
# takeoff and must emit the same event as every other grounded jump; the
# player model uses that event to alternate its complete airborne pose.
if not (machine.input_jump_pressed or machine.jump_buffer_time > 0.0) \
or machine.jump_cooldown_timer > 0.0:
return false
var player := machine.player
var land_speed := Vector3(player.velocity.x, 0.0, player.velocity.z).length()
var bhop_speed := maxf(land_speed, minf(
land_speed + params.bunny_hop_speed_gain, params.bunny_hop_speed_cap))
# Maintain horizontal direction, boost speed.
var hdir := Vector3(player.velocity.x, 0.0, player.velocity.z)
if hdir.length_squared() > 0.01:
hdir = hdir.normalized()
else:
hdir = machine.wish_dir_world
player.velocity.x = hdir.x * bhop_speed
player.velocity.z = hdir.z * bhop_speed
player.velocity.y = params.jump_velocity * params.bunny_hop_impulse
machine.current_jump_count = 1
machine.on_ground = false
machine.jump_buffer_time = 0.0
machine.register_chain_mechanic("bunny_hop")
machine.jump_cooldown_timer = params.jump_cooldown
machine.movement_event.emit("jump", {"kind": "bunny_hop"})
if player.jump_player:
player.jump_player.play()
return true
+1
View File
@@ -63,6 +63,7 @@ func update(delta: float) -> void:
player.velocity = vel player.velocity = vel
machine.jump_cooldown_timer = params.jump_cooldown machine.jump_cooldown_timer = params.jump_cooldown
machine.register_chain_mechanic("grapple_jump") machine.register_chain_mechanic("grapple_jump")
machine.movement_event.emit("jump", {"kind": "grapple_jump"})
machine.switch_to("air") machine.switch_to("air")
if player.jump_player: if player.jump_player:
player.jump_player.play() player.jump_player.play()
+35
View File
@@ -33,6 +33,7 @@ func run_all() -> void:
var tests := [ var tests := [
"test_states_register_and_initialize", "test_states_register_and_initialize",
"test_do_jump_sets_velocity_and_counters", "test_do_jump_sets_velocity_and_counters",
"test_held_jump_bunny_hops_emit_each_takeoff",
"test_double_jump_emits_jet_event", "test_double_jump_emits_jet_event",
"test_wall_run_preserves_fast_entry_speed", "test_wall_run_preserves_fast_entry_speed",
"test_wall_run_entry_keeps_some_upward_momentum", "test_wall_run_entry_keeps_some_upward_momentum",
@@ -129,6 +130,40 @@ func test_do_jump_sets_velocity_and_counters() -> void:
_expect(not sm.on_ground, "no longer grounded") _expect(not sm.on_ground, "no longer grounded")
func test_held_jump_bunny_hops_emit_each_takeoff() -> void:
var jump_events: Array[String] = []
var controller := PlayerMovementController.new()
controller._machine = sm
sm.movement_event.connect(func(event_name: String, data: Dictionary) -> void:
if event_name == "jump":
jump_events.append(String(data.get("kind", "jump")))
controller._on_movement_event(event_name, data)
)
var air = sm.states["air"]
sm.input_jump_pressed = true
fake_player.velocity = Vector3(0.0, 0.0, -params.walk_speed)
var variants: Array[String] = []
# Start with an ordinary ground jump, then keep Space held through three
# direct Air -> Air bunny hops. No intervening motion state is involved.
sm.do_jump()
variants.append(controller._visual_animation_state("air", params.walk_speed))
for hop in 3:
sm.jump_cooldown_timer = 0.0
sm.notify_landed(0.0)
_expect(air._try_bunny_hop(),
"held jump starts bunny hop %d" % (hop + 1))
variants.append(controller._visual_animation_state(
"air", params.walk_speed))
_eq(jump_events, ["jump", "bunny_hop", "bunny_hop", "bunny_hop"],
"every held-space bunny hop emits a jump takeoff")
_eq(variants, ["air_alt", "air", "air_alt", "air"],
"ground jump and consecutive bunny hops alternate leg variants")
controller._machine = null
controller.free()
func test_double_jump_emits_jet_event() -> void: func test_double_jump_emits_jet_event() -> void:
var events := [] var events := []
sm.movement_event.connect(func(ev, data): events.append([ev, data])) sm.movement_event.connect(func(ev, data): events.append([ev, data]))