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4 Commits
7 changed files with 92 additions and 39 deletions
+11
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@@ -14,6 +14,7 @@ var _target_tilt: float = 0.0
var _current_tilt: float = 0.0 var _current_tilt: float = 0.0
var _target_fov: float = 90.0 var _target_fov: float = 90.0
var _weapon_fov_override: float = -1.0 var _weapon_fov_override: float = -1.0
var _step_offset_y: float = 0.0
func _ready() -> void: func _ready() -> void:
@@ -80,6 +81,10 @@ func _process(delta: float) -> void:
camera.position.y = lerp(camera.position.y, 0.0, 0.15) camera.position.y = lerp(camera.position.y, 0.0, 0.15)
camera.position.x = lerp(camera.position.x, 0.0, 0.15) camera.position.x = lerp(camera.position.x, 0.0, 0.15)
# ── Step Smoothing ─────────────────────────────────────────────────────
_step_offset_y = lerpf(_step_offset_y, 0.0, 15.0 * delta)
camera.position.y += _step_offset_y
# ── Wall-run tilt ───────────────────────────────────────────────────── # ── Wall-run tilt ─────────────────────────────────────────────────────
_current_tilt = lerpf(_current_tilt, _target_tilt, 1.0 - exp(-params.wall_run_tilt_speed * delta)) _current_tilt = lerpf(_current_tilt, _target_tilt, 1.0 - exp(-params.wall_run_tilt_speed * delta))
camera.rotation.z = deg_to_rad(_current_tilt) camera.rotation.z = deg_to_rad(_current_tilt)
@@ -99,3 +104,9 @@ func set_weapon_fov(fov: float) -> void:
## Called to reset tilt (e.g., on landing). ## Called to reset tilt (e.g., on landing).
func clear_wall_tilt() -> void: func clear_wall_tilt() -> void:
_target_tilt = 0.0 _target_tilt = 0.0
## Adds an offset to the camera so that when the player physics body snaps up a step,
## the camera interpolates smoothly instead of snapping.
func add_step_offset(offset_y: float) -> void:
_step_offset_y += offset_y
+2 -2
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@@ -47,12 +47,12 @@ class_name MovementParams
@export var wall_angle_threshold: float = 70.0 @export var wall_angle_threshold: float = 70.0
@export var wall_detect_distance: float = 0.7 @export var wall_detect_distance: float = 0.7
@export var wall_ray_up_height: float = 0.6 @export var wall_ray_up_height: float = 0.6
@export var wall_ray_down_height: float = -0.3 @export var wall_ray_down_height: float = 0.0
# ── Wall Climb ──────────────────────────────────────────────────────────────── # ── Wall Climb ────────────────────────────────────────────────────────────────
@export var wall_climb_speed: float = 6.0 @export var wall_climb_speed: float = 6.0
@export var wall_climb_duration: float = 3.0 @export var wall_climb_duration: float = 3.0
@export var wall_climb_max_angle: float = 55.0 @export var wall_climb_max_angle: float = 75.0
@export var wall_climb_vault_forward: float = 16.0 @export var wall_climb_vault_forward: float = 16.0
@export var wall_climb_vault_up: float = 14.0 @export var wall_climb_vault_up: float = 14.0
@export var wall_climb_vault_height_check: float = 1.0 @export var wall_climb_vault_height_check: float = 1.0
+6 -11
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@@ -46,6 +46,7 @@ var original_capsule_height: float = 1.8
var slide_cooldown_timer: float = 0.0 # Prevents instant slide re-entry var slide_cooldown_timer: float = 0.0 # Prevents instant slide re-entry
var wall_cooldown_timer: float = 0.0 # Prevents instant re-attachment after wall jump var wall_cooldown_timer: float = 0.0 # Prevents instant re-attachment after wall jump
var is_crouched: bool = false var is_crouched: bool = false
var can_wall_climb: bool = true
func _ready() -> void: func _ready() -> void:
@@ -260,21 +261,15 @@ func detect_wall_forward() -> Dictionary:
if not player: if not player:
return {"hit": false, "normal": Vector3.ZERO, "is_short": false} return {"hit": false, "normal": Vector3.ZERO, "is_short": false}
var hvel := Vector3(player.velocity.x, 0.0, player.velocity.z) var move_dir := -player.global_transform.basis.z
var move_dir := Vector3.ZERO move_dir.y = 0.0
if hvel.length_squared() > 0.1: if move_dir.length_squared() > 0.01:
move_dir = hvel.normalized() move_dir = move_dir.normalized()
else: else:
move_dir = -player.global_transform.basis.z
move_dir.y = 0.0
if move_dir.length_squared() > 0.01:
move_dir = move_dir.normalized()
if move_dir.length_squared() < 0.1:
return {"hit": false, "normal": Vector3.ZERO, "is_short": false} return {"hit": false, "normal": Vector3.ZERO, "is_short": false}
var space_state := player.get_world_3d().direct_space_state var space_state := player.get_world_3d().direct_space_state
var dist := params.wall_detect_distance var dist := 1.2 # Increased to reliably detect walls at an angle
# Lower ray (feet/knees) # Lower ray (feet/knees)
var origin_low := player.global_position + Vector3.UP * params.wall_ray_down_height var origin_low := player.global_position + Vector3.UP * params.wall_ray_down_height
+10 -4
View File
@@ -101,7 +101,7 @@ func update(delta: float) -> void:
return return
# ── Wall interaction (Run, Climb, Vault) ────────────────────────────── # ── Wall interaction (Run, Climb, Vault) ──────────────────────────────
if machine.input_dir.length() > 0.1 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()
if fwd_wall.hit: if fwd_wall.hit:
if fwd_wall.is_short: if fwd_wall.is_short:
@@ -132,7 +132,7 @@ func update(delta: float) -> void:
var looking_towards := look_dir.dot(-fwd_wall.normal) > 0.0 var looking_towards := look_dir.dot(-fwd_wall.normal) > 0.0
var moving_towards := wish_dir.dot(-fwd_wall.normal) > cos(deg_to_rad(params.wall_climb_max_angle)) var moving_towards := wish_dir.dot(-fwd_wall.normal) > cos(deg_to_rad(params.wall_climb_max_angle))
if looking_towards and moving_towards: if looking_towards and moving_towards and machine.can_wall_climb:
machine.wall_normal = fwd_wall.normal machine.wall_normal = fwd_wall.normal
machine.switch_to("wall_climb") machine.switch_to("wall_climb")
return return
@@ -140,8 +140,14 @@ func update(delta: float) -> void:
# Fallback to wall run # Fallback to wall run
var wall_n := machine.detect_wall_horizontal() var wall_n := machine.detect_wall_horizontal()
if wall_n != Vector3.ZERO: if wall_n != Vector3.ZERO:
machine.switch_to("wall_run") var w_look_dir := -player.global_transform.basis.z
return var h_look := Vector3(w_look_dir.x, 0.0, w_look_dir.z).normalized()
# Require looking mostly along the wall (angle > 41 degrees from normal)
# and inputting mostly along the wall (angle > 31 degrees from normal, allows W+A/D diagonally into wall)
if absf(h_look.dot(wall_n)) < 0.75 and absf(wish_dir.dot(wall_n)) < 0.85:
machine.switch_to("wall_run")
return
# ── Dash ────────────────────────────────────────────────────────────── # ── Dash ──────────────────────────────────────────────────────────────
if machine.input_dash: if machine.input_dash:
+27 -14
View File
@@ -10,6 +10,7 @@ var _footstep_timer: float = 0.0
func enter(_data: Dictionary = {}) -> void: func enter(_data: Dictionary = {}) -> void:
machine.on_ground = true machine.on_ground = true
machine.current_jump_count = 0 machine.current_jump_count = 0
machine.can_wall_climb = true
# Clear wall tilt on landing # Clear wall tilt on landing
var rig = _get_camera_rig() var rig = _get_camera_rig()
if rig: if rig:
@@ -96,13 +97,13 @@ func update(delta: float) -> void:
for i in range(player.get_slide_collision_count()): for i in range(player.get_slide_collision_count()):
var col = player.get_slide_collision(i) var col = player.get_slide_collision(i)
if absf(col.get_normal().y) < 0.3: # Hit a wall if absf(col.get_normal().y) < 0.3: # Hit a wall
var max_step_height = 0.5 var max_step_height = 0.95
var space_state = player.get_world_3d().direct_space_state var space_state = player.get_world_3d().direct_space_state
var feet_y = player.global_position.y - (machine.original_capsule_height / 2.0) var feet_y = player.global_position.y - (machine.original_capsule_height / 2.0)
# Raycast down from above the step # Raycast down from above the step
var fwd = wish_dir.normalized() var fwd = wish_dir.normalized()
var ray_start = player.global_position + fwd * 0.5 var ray_start = player.global_position + fwd * 0.65
ray_start.y = feet_y + max_step_height + 0.1 ray_start.y = feet_y + max_step_height + 0.1
var ray_end = ray_start - Vector3.UP * (max_step_height + 0.2) var ray_end = ray_start - Vector3.UP * (max_step_height + 0.2)
@@ -121,14 +122,20 @@ func update(delta: float) -> void:
head_ray.exclude = [player.get_rid()] head_ray.exclude = [player.get_rid()]
if space_state.intersect_ray(head_ray).is_empty(): if space_state.intersect_ray(head_ray).is_empty():
# We can safely step up # Check if there is enough space to move forward after stepping up
player.global_position.y += step_height + 0.01 var test_transform = player.global_transform
# Push slightly forward to get onto the step test_transform.origin.y += step_height + 0.05
player.global_position += fwd * 0.1 if not player.test_move(test_transform, fwd * 0.15):
# Restore horizontal velocity that was lost from hitting the wall # We can safely step up
player.velocity.x = hvel.x player.global_position.y += step_height + 0.01
player.velocity.z = hvel.z if player.head_pivot and player.head_pivot.has_method("add_step_offset"):
break player.head_pivot.add_step_offset(-(step_height + 0.01))
# Push slightly forward to get onto the step
player.global_position += fwd * 0.1
# Restore horizontal velocity that was lost from hitting the wall
player.velocity.x = hvel.x
player.velocity.z = hvel.z
break
_update_capsule_height() _update_capsule_height()
@@ -156,7 +163,7 @@ func update(delta: float) -> void:
return return
# ── Wall interaction (Run, Climb, Vault) ────────────────────────────── # ── Wall interaction (Run, Climb, Vault) ──────────────────────────────
if machine.input_dir.length() > 0.1 and machine.wall_cooldown_timer <= 0.0 and not machine.input_crouch: if machine.input_dir.length() > 0.1 and machine.input_dir.y <= 0.0 and machine.wall_cooldown_timer <= 0.0 and not machine.input_crouch:
var fwd_wall = machine.detect_wall_forward() var fwd_wall = machine.detect_wall_forward()
if fwd_wall.hit: if fwd_wall.hit:
if fwd_wall.is_short: if fwd_wall.is_short:
@@ -188,7 +195,7 @@ func update(delta: float) -> void:
var looking_towards := look_dir.dot(-fwd_wall.normal) > 0.0 var looking_towards := look_dir.dot(-fwd_wall.normal) > 0.0
var moving_towards := wish_dir.dot(-fwd_wall.normal) > cos(deg_to_rad(params.wall_climb_max_angle)) var moving_towards := wish_dir.dot(-fwd_wall.normal) > cos(deg_to_rad(params.wall_climb_max_angle))
if looking_towards and moving_towards: if looking_towards and moving_towards and machine.can_wall_climb:
machine.wall_normal = fwd_wall.normal machine.wall_normal = fwd_wall.normal
machine.switch_to("wall_climb") machine.switch_to("wall_climb")
return return
@@ -197,8 +204,14 @@ func update(delta: float) -> void:
var wall_n := machine.detect_wall_horizontal() var wall_n := machine.detect_wall_horizontal()
if wall_n != Vector3.ZERO: if wall_n != Vector3.ZERO:
if not player.is_on_floor(): if not player.is_on_floor():
machine.switch_to("wall_run") var w_look_dir := -player.global_transform.basis.z
return var h_look := Vector3(w_look_dir.x, 0.0, w_look_dir.z).normalized()
# Require looking mostly along the wall (angle > 41 degrees from normal)
# and inputting mostly along the wall (angle > 31 degrees from normal, allows W+A/D diagonally into wall)
if absf(h_look.dot(wall_n)) < 0.75 and absf(wish_dir.dot(wall_n)) < 0.85:
machine.switch_to("wall_run")
return
# ── Dash ────────────────────────────────────────────────────────────── # ── Dash ──────────────────────────────────────────────────────────────
if machine.input_dash: if machine.input_dash:
+1
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@@ -93,6 +93,7 @@ func _detach() -> void:
machine.wall_normal = Vector3.ZERO machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0 machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3 machine.wall_cooldown_timer = 0.3
machine.can_wall_climb = false
machine.switch_to("air") machine.switch_to("air")
func _vault() -> void: func _vault() -> void:
+35 -8
View File
@@ -56,6 +56,10 @@ func _setup_viewmodel_viewport() -> void:
add_child(dir_light) add_child(dir_light)
var _bob_timer: float = 0.0 var _bob_timer: float = 0.0
var _current_slide_tilt_z: float = 0.0
var _current_slide_tilt_x: float = 0.0
var _current_slide_offset_x: float = 0.0
var _current_slide_offset_y: float = 0.0
var _recoil_pitch: float = 0.0 var _recoil_pitch: float = 0.0
var _recoil_yaw: float = 0.0 var _recoil_yaw: float = 0.0
var _target_drift_offset: Vector3 = Vector3.ZERO var _target_drift_offset: Vector3 = Vector3.ZERO
@@ -80,15 +84,32 @@ func _process(_delta: float) -> void:
var over_speed_factor = clampf((hspeed - 11.0) / 19.0, 0.0, 1.0) # maxes out at 30 m/s var over_speed_factor = clampf((hspeed - 11.0) / 19.0, 0.0, 1.0) # maxes out at 30 m/s
target_fov = lerpf(72.0, 80.0, over_speed_factor) target_fov = lerpf(72.0, 80.0, over_speed_factor)
# Weapon Viewmodel Bobbing and Drift # Weapon Viewmodel Bobbing, Drift, and Slide Tilt
if player.is_on_floor() and hspeed > 1.0: var is_sliding = player.has_method("get_node") and player.get_node_or_null("MovementStateMachine") and player.get_node("MovementStateMachine").current_state == "slide"
# Scale bobbing frequency by walk speed (assuming base walk speed is ~10-11)
_bob_timer += _delta * 12.0 * (hspeed / 11.0) if is_sliding:
var bob_y = sin(_bob_timer) * 0.015
var bob_x = cos(_bob_timer * 0.5) * 0.01
vm_camera.translate_object_local(Vector3(bob_x, bob_y, 0))
else:
_bob_timer = 0.0 _bob_timer = 0.0
# Target tilt when sliding (inwards towards center, pitched slightly down)
# Assuming weapon is on right side (standard FPS), tilting left (positive Z rotation)
_current_slide_tilt_z = lerpf(_current_slide_tilt_z, deg_to_rad(15.0), 12.0 * _delta)
_current_slide_tilt_x = lerpf(_current_slide_tilt_x, 0.0, 12.0 * _delta)
# Move closer to center (negative X) and slightly down (negative Y)
_current_slide_offset_x = lerpf(_current_slide_offset_x, -0.15, 12.0 * _delta)
_current_slide_offset_y = lerpf(_current_slide_offset_y, -0.1, 12.0 * _delta)
else:
_current_slide_tilt_z = lerpf(_current_slide_tilt_z, 0.0, 10.0 * _delta)
_current_slide_tilt_x = lerpf(_current_slide_tilt_x, 0.0, 10.0 * _delta)
_current_slide_offset_x = lerpf(_current_slide_offset_x, 0.0, 10.0 * _delta)
_current_slide_offset_y = lerpf(_current_slide_offset_y, 0.0, 10.0 * _delta)
if player.is_on_floor() and hspeed > 1.0:
# Scale bobbing frequency by walk speed
_bob_timer += _delta * 12.0 * (hspeed / 11.0)
var bob_y = sin(_bob_timer) * 0.015
var bob_x = cos(_bob_timer * 0.5) * 0.01
vm_camera.translate_object_local(Vector3(bob_x, bob_y, 0))
else:
_bob_timer = 0.0
if not player.is_on_floor(): if not player.is_on_floor():
# Airborne Drift # Airborne Drift
@@ -108,6 +129,12 @@ func _process(_delta: float) -> void:
vm_camera.rotate_object_local(Vector3.UP, deg_to_rad(-_current_drift_offset.x * 30.0)) vm_camera.rotate_object_local(Vector3.UP, deg_to_rad(-_current_drift_offset.x * 30.0))
vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(_current_drift_offset.y * 30.0)) vm_camera.rotate_object_local(Vector3.RIGHT, deg_to_rad(_current_drift_offset.y * 30.0))
# Apply slide tilt and offset
if absf(_current_slide_tilt_z) > 0.001 or absf(_current_slide_offset_x) > 0.001:
vm_camera.translate_object_local(Vector3(_current_slide_offset_x, _current_slide_offset_y, 0))
vm_camera.rotate_object_local(Vector3.FORWARD, _current_slide_tilt_z)
vm_camera.rotate_object_local(Vector3.RIGHT, _current_slide_tilt_x)
# Visual Recoil # Visual Recoil
_recoil_pitch = lerpf(_recoil_pitch, 0.0, 15.0 * _delta) _recoil_pitch = lerpf(_recoil_pitch, 0.0, 15.0 * _delta)
_recoil_yaw = lerpf(_recoil_yaw, 0.0, 15.0 * _delta) _recoil_yaw = lerpf(_recoil_yaw, 0.0, 15.0 * _delta)