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

153 lines
5.5 KiB
GDScript

extends Node
class_name StateWallRun
## Wall run that preserves momentum: on attach we keep speed along the wall
## (plus some upward carry) and accelerate toward wall_run_speed instead of
## hard-setting velocity, so entering fast stays fast and entering slow ramps
## up smoothly. Gravity fades in over the run so the start feels planted.
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var _current_tangent: Vector3 = Vector3.ZERO
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
machine.register_chain_mechanic("wall_run")
machine.on_ground = false
# Keep some upward carry so jumping into a wall run flows; the wall
# still "catches" downward momentum.
machine.player.velocity.y = clampf(machine.player.velocity.y, 0.0, params.wall_run_entry_max_up)
if machine.player.wallrun_player and not machine.player.wallrun_player.playing:
machine.player.wallrun_player.play()
var hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z)
if machine.player.has_method("update_wallrun_audio"):
machine.player.update_wallrun_audio(hvel.length(), machine.wall_normal)
_current_tangent = machine.wall_normal.cross(Vector3.UP).normalized()
if hvel.dot(_current_tangent) < 0.0:
_current_tangent = -_current_tangent
# Camera tilt
var rig = _get_camera_rig()
if rig:
rig.set_wall_tilt(machine.wall_side)
func exit() -> void:
# Clear camera tilt
var rig = _get_camera_rig()
if rig:
rig.clear_wall_tilt()
if machine.player.wallrun_player:
machine.player.wallrun_player.stop()
func update(delta: float) -> void:
elapsed += delta
if elapsed > params.wall_run_duration:
_detach(0.4)
return
var player := machine.player
var vel: Vector3 = player.velocity
if player.wallrun_player and not player.wallrun_player.playing:
player.wallrun_player.play()
# ── Gradual gravity pull (starts weightless, ramps up) ────────────────
var gravity_factor := 0.05 + 0.95 * pow(elapsed / params.wall_run_duration, 1.5)
vel.y -= params.wall_run_gravity * gravity_factor * delta
# ── Accelerate along wall tangent (keeps momentum, no hard set) ───────
var wall_tangent := machine.wall_normal.cross(Vector3.UP).normalized()
if _current_tangent.dot(wall_tangent) < 0.0:
wall_tangent = -wall_tangent
_current_tangent = wall_tangent
var hvel := Vector3(vel.x, 0.0, vel.z)
var along := hvel.dot(wall_tangent)
if player.has_method("update_wallrun_audio"):
player.update_wallrun_audio(hvel.length(), machine.wall_normal)
var target_speed: float = maxf(machine.get_effective_speed(params.wall_run_speed), along)
along = move_toward(along, target_speed, params.wall_run_accel * delta)
# Redirect all horizontal velocity along the wall (kills the into-wall part)
hvel = wall_tangent * along
vel.x = hvel.x
vel.z = hvel.z
# ── Look away to break wall run ───────────────────────────────────────
var look_dir := -player.global_transform.basis.z
if look_dir.dot(machine.wall_normal) > 0.4:
_detach(0.3)
return
# ── Wall jump ─────────────────────────────────────────────────────────
if machine.input_jump_just_pressed and machine.jump_cooldown_timer <= 0.0:
# Base jump off velocity on current preserved momentum
var jump_vel: Vector3 = _current_tangent * along
# Spring off the wall
jump_vel += machine.wall_normal * params.wall_run_jump_off_normal
var h_look := Vector3(look_dir.x, 0.0, look_dir.z)
if h_look.length_squared() > 0.01:
jump_vel += h_look.normalized() * params.wall_run_jump_horizontal
jump_vel.y = params.wall_run_auto_jump_speed
player.velocity = jump_vel
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.register_chain_mechanic("wall_jump")
machine.jump_cooldown_timer = params.jump_cooldown
machine.movement_event.emit("jump", {})
if player.jump_player:
player.jump_player.play()
machine.switch_to("air")
return
# ── Wall cling (no movement input) ────────────────────────────────────
if machine.input_dir.length() < 0.1:
machine.switch_to("wall_cling")
return
# ── Push slightly toward wall to maintain contact ─────────────────────
vel -= machine.wall_normal * 2.0
player.velocity = vel
player.move_and_slide()
# ── Check still on wall ───────────────────────────────────────────────
var still_on_wall := machine.detect_wall_horizontal()
if still_on_wall == Vector3.ZERO:
_detach(0.0)
return
# ── Hit floor during wall run ─────────────────────────────────────────
if player.is_on_floor():
machine.on_ground = true
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.current_jump_count = 0
machine.switch_to("ground")
func _detach(cooldown: float) -> void:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
if cooldown > 0.0:
machine.wall_cooldown_timer = cooldown
machine.switch_to("air")
func _get_camera_rig():
if machine.player and machine.player.has_node("HeadPivot"):
return machine.player.get_node("HeadPivot")
return null