Files
Papay-Shooter/movement/states/state_dash.gd
T

93 lines
2.5 KiB
GDScript

extends Node
class_name StateDash
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var direction: Vector3 = Vector3.ZERO
var _exit_speed: float = 0.0
var _last_vel: Vector3 = Vector3.ZERO
# Cooldown tracked across dash instances
static var _last_dash_time: float = -999.0
func enter(_data: Dictionary = {}) -> void:
# Check cooldown
var now := Time.get_ticks_msec() / 1000.0
if now - _last_dash_time < params.dash_cooldown:
machine.switch_to("air")
return
elapsed = 0.0
_last_dash_time = now
var player := machine.player
if player.dash_player:
player.dash_player.play()
# Direction: use wish direction if available, else player forward
var wish := machine.wish_dir_world
if wish.length_squared() > 0.01:
direction = wish.normalized()
else:
direction = -machine.player.global_transform.basis.z
direction.y = 0.0
direction = direction.normalized()
machine.register_chain_mechanic("dash")
var current_hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z)
var current_speed := current_hvel.length()
var proj := current_hvel.dot(direction)
var base_dash_speed = machine.get_effective_speed(params.dash_speed)
if proj >= 0.0:
# Dashing forward or diagonally forward: add base dash speed to the projected speed
_exit_speed = proj + base_dash_speed
else:
# Dashing backward or diagonally backward:
# Reflect current momentum into the new direction, smoothly scaling from base_dash_speed (at sideways) to current_speed (at exactly backward).
var backward_factor = -proj / current_speed if current_speed > 0.001 else 0.0
_exit_speed = lerpf(base_dash_speed, maxf(current_speed, base_dash_speed), backward_factor)
machine.player.velocity = direction * _exit_speed
machine.on_ground = false
_last_vel = machine.player.velocity
func exit() -> void:
# Preserve dash velocity on exit (don't cut speed abruptly)
pass
func update(delta: float) -> void:
elapsed += delta
if elapsed > params.dash_duration:
machine.player.velocity = direction * _exit_speed * 0.85
if machine.player.is_on_floor():
machine.on_ground = true
machine.switch_to("ground")
else:
machine.switch_to("air")
return
# Maintain dash velocity
var player := machine.player
var vel: Vector3 = player.velocity
if vel.distance_squared_to(_last_vel) > 100.0:
machine.switch_to("air")
return
vel = direction * _exit_speed
if player.is_on_floor():
vel.y = -0.5 # Snap to floor to handle ramps
player.velocity = vel
player.move_and_slide()
_last_vel = player.velocity