Feat/12 add effects and better animations to fpv #17

Merged
Dotts merged 14 commits from feat/12-add-effects-and-better-animations-to-fpv into main 2026-06-11 19:35:34 -07:00
4 changed files with 17 additions and 4 deletions
Showing only changes of commit da4a6442c7 - Show all commits
+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
+1 -1
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@@ -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:
+3 -1
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@@ -123,6 +123,8 @@ func update(delta: float) -> void:
if space_state.intersect_ray(head_ray).is_empty(): if space_state.intersect_ray(head_ray).is_empty():
# We can safely step up # We can safely step up
player.global_position.y += step_height + 0.01 player.global_position.y += step_height + 0.01
if player.head_pivot and player.head_pivot.has_method("add_step_offset"):
player.head_pivot.add_step_offset(-(step_height + 0.01))
# Push slightly forward to get onto the step # Push slightly forward to get onto the step
player.global_position += fwd * 0.1 player.global_position += fwd * 0.1
# Restore horizontal velocity that was lost from hitting the wall # Restore horizontal velocity that was lost from hitting the wall
@@ -156,7 +158,7 @@ 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: