Files
Papay-Shooter/movement/states/state_air.gd
T
2026-08-02 02:20:02 -04:00

146 lines
6.0 KiB
GDScript

extends Node
class_name StateAir
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
func enter(_data: Dictionary = {}) -> void:
machine.on_ground = false
func exit() -> void:
pass
func update(delta: float) -> void:
var player := machine.player
var vel: Vector3 = player.velocity
# ── Gravity with variable jump height ─────────────────────────────────
var grav := params.gravity
if vel.y < 0.0:
# Falling: heavier gravity for snappy arcs
grav *= params.fall_multiplier
elif vel.y > 0.0 and not machine.input_jump_pressed:
# Released jump early: cut the jump short
grav *= params.low_jump_multiplier
vel.y -= grav * delta
# ── Air control: Quake-style accelerate ───────────────────────────────
# Only the velocity component ALONG wish_dir is capped, so turning while
# strafing genuinely gains speed. Total input-driven speed is bounded by
# max_air_speed; externally-gained speed (dash, rockets) is never clamped.
var wish_dir: Vector3 = machine.wish_dir_world
var hvel := Vector3(vel.x, 0.0, vel.z)
if wish_dir.length_squared() > 0.01:
wish_dir = wish_dir.normalized()
var wish_speed: float = minf(machine.get_effective_speed(params.walk_speed), params.max_air_speed)
var current_along := hvel.dot(wish_dir)
var add_speed := wish_speed - current_along
if add_speed > 0.0:
var accel_speed: float = minf(params.air_strafe_accel * delta, add_speed)
# Quake's trick: cap per-tick projection so sharp turns give the gain
accel_speed = minf(accel_speed, params.air_wish_speed_cap)
hvel += wish_dir * accel_speed
# Direct steering: bend existing velocity toward the input WITHOUT
# changing its magnitude, so airborne direction changes feel light.
# Skipped when input opposes travel (braking is the accel path's job,
# and lerping through zero would flip the heading unstably).
var speed_now := hvel.length()
if speed_now > 1.0:
var travel_dir := hvel / speed_now
if travel_dir.dot(wish_dir) > -0.7:
var steered := hvel.lerp(wish_dir * speed_now, params.air_steer_rate * delta)
if steered.length_squared() > 0.01:
hvel = steered.normalized() * speed_now
else:
# No input: barely any drag — held momentum should carry
hvel *= (1.0 - 0.15 * delta)
vel.x = hvel.x
vel.z = hvel.z
player.velocity = vel
player.move_and_slide()
# ── Landing ───────────────────────────────────────────────────────────
if player.is_on_floor():
var fall_speed: float = maxf(-vel.y, 0.0)
machine.notify_landed(fall_speed)
# 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:
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
return
machine.switch_to("ground")
return
# ── Double Jump ───────────────────────────────────────────────────────
if machine.input_jump_just_pressed and machine.current_jump_count < params.double_jump_max_count and machine.jump_cooldown_timer <= 0.0:
player.velocity.y = params.double_jump_velocity
machine.jump_cooldown_timer = params.jump_cooldown
machine.current_jump_count += 1
machine.register_chain_mechanic("double_jump")
machine.movement_event.emit("double_jump", {})
if player.double_jump_player:
player.double_jump_player.play()
return
# ── 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:
var fwd_wall = machine.detect_wall_forward()
if fwd_wall.hit:
if fwd_wall.is_short:
machine.do_vault()
return
else:
# Check if moving directly into wall and looking generally towards it
var look_dir := -player.global_transform.basis.z
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))
if looking_towards and moving_towards and machine.can_wall_climb:
machine.wall_normal = fwd_wall.normal
machine.switch_to("wall_climb")
return
# Fallback to wall run
var wall_n := machine.detect_wall_horizontal()
if wall_n != Vector3.ZERO:
var w_look_dir := -player.global_transform.basis.z
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 abs(h_look.dot(wall_n)) < 0.75 and abs(wish_dir.dot(wall_n)) < 0.85:
machine.switch_to("wall_run")
return
# ── Dash ──────────────────────────────────────────────────────────────
if machine.input_dash and machine.can_dash():
machine.switch_to("dash")
return