- state_dash.gd: Basis*Vector4 → Basis*Vector3 (no Vec4 in Godot 4.2) - state_ground.gd: shape_owner_get_shape(0) → (0, 0); typed Variant vars; typed ray/normal - state_slide.gd: same shape API fix + unique shape vars per branch - state_wall_run.gd: split 'and' line into single typed bool expression
111 lines
3.4 KiB
GDScript
111 lines
3.4 KiB
GDScript
extends Node
|
|
class_name StateGround
|
|
|
|
var machine: MovementStateMachine
|
|
var params: MovementParams:
|
|
get: return machine.params
|
|
|
|
|
|
func enter(_data: Dictionary = {}) -> void:
|
|
pass
|
|
|
|
|
|
func exit() -> void:
|
|
pass
|
|
|
|
|
|
func update(delta: float) -> void:
|
|
var vel: Vector3 = machine.player.velocity
|
|
|
|
# Input direction
|
|
var input_v := machine.input_dir
|
|
var wish_dir := Vector3(input_v.x, 0.0, -input_v.y)
|
|
if wish_dir.length_squared() > 1.0:
|
|
wish_dir = wish_dir.normalized()
|
|
|
|
var speed := params.walk_speed
|
|
|
|
if machine.input_sprint and wish_dir.length_squared() > 0.1:
|
|
speed = params.sprint_speed
|
|
|
|
var effective_speed := machine.get_effective_speed(speed)
|
|
|
|
# Horizontal movement
|
|
var hvel := Vector3(vel.x, 0.0, vel.z)
|
|
var target_vel := wish_dir * effective_speed
|
|
|
|
if wish_dir.length_squared() > 0.0:
|
|
var accel := params.ground_acceleration
|
|
hvel = hvel.lerp(target_vel, 1.0 - exp(-accel * delta))
|
|
else:
|
|
hvel = hvel.lerp(Vector3.ZERO, 1.0 - exp(-params.ground_deceleration * delta))
|
|
|
|
vel.x = hvel.x
|
|
vel.z = hvel.z
|
|
|
|
# Gravity (we apply tuned gravity so we don't double-apply from _velocity)
|
|
var actual_gravity := params.gravity
|
|
if vel.y < 0.0:
|
|
vel.y += actual_gravity * params.fall_multiplier * delta
|
|
elif vel.y > 0.0 and not machine.input_jump_pressed:
|
|
vel.y += actual_gravity * params.low_jump_multiplier * delta
|
|
else:
|
|
vel.y -= actual_gravity * delta
|
|
|
|
machine.player.velocity = vel
|
|
machine.player.move_and_slide()
|
|
|
|
var on_wall := detect_wall()
|
|
if on_wall and machine.input_dir.length() > 0.0:
|
|
machine.wall_normal = on_wall
|
|
machine.switch_to("wall_run")
|
|
|
|
if machine.input_jump_just_pressed and machine.coyote_timer > 0.0:
|
|
machine.player.velocity.y = params.jump_velocity
|
|
machine.current_jump_count = 1
|
|
machine.on_ground = false
|
|
machine.register_chain_mechanic("jump")
|
|
machine.switch_to("air")
|
|
|
|
if machine.player.is_on_floor():
|
|
machine.on_ground = true
|
|
machine.last_ground_time = machine.get_process_delta_time()
|
|
machine.current_jump_count = 0
|
|
else:
|
|
machine.on_ground = false
|
|
if machine.input_jump_just_pressed and machine.jump_buffer_time > 0.0:
|
|
machine.player.velocity.y = params.jump_velocity
|
|
machine.current_jump_count = 1
|
|
machine.register_chain_mechanic("jump")
|
|
machine.switch_to("air")
|
|
elif vel.y < 0.0:
|
|
machine.switch_to("air")
|
|
|
|
# Slide
|
|
if machine.input_crouch and machine.input_sprint and machine.player.velocity.length() > params.slide_min_speed:
|
|
machine.switch_to("slide")
|
|
return
|
|
|
|
# Dash
|
|
if machine.input_dash and machine.player.velocity.length() > 0.0:
|
|
machine.switch_to("dash")
|
|
|
|
|
|
func detect_wall() -> Vector3:
|
|
var origin := machine.player.global_position
|
|
var hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z).normalized()
|
|
if hvel.length_squared() < 0.01:
|
|
hvel = Vector3.FORWARD
|
|
var space_state := machine.player.get_world_3d().direct_space_state
|
|
for offset_sign in [1.0, -1.0]:
|
|
var dir: Vector3 = (hvel.cross(Vector3.UP) * offset_sign).normalized()
|
|
var offset: Vector3 = dir * 0.4
|
|
var ray := PhysicsRayQueryParameters3D.create(origin + offset + Vector3.UP * params.wall_ray_up_height, origin + offset - Vector3.DOWN * params.wall_ray_down_height)
|
|
ray.exclude = [machine.player.get_rid()]
|
|
var hit := space_state.intersect_ray(ray)
|
|
if not hit.is_empty():
|
|
var n: Vector3 = hit.get("normal", Vector3.ZERO)
|
|
if n.y < 0.3 and n.length_squared() > 0.0:
|
|
return n.normalized()
|
|
return Vector3.ZERO
|