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

151 lines
5.3 KiB
GDScript

extends Node
class_name StateWallRun
var machine: MovementStateMachine
var params: MovementParams:
get: return machine.params
var elapsed: float = 0.0
var _run_speed: float = 0.0
var _last_vel: Vector3 = Vector3.ZERO
var _current_tangent: Vector3 = Vector3.ZERO
func enter(_data: Dictionary = {}) -> void:
elapsed = 0.0
machine.register_chain_mechanic("wall_run")
# Cap the upward momentum so they don't fly up the wall,
# and prevent negative y momentum so the wall "catches" them.
machine.player.velocity.y = clampf(machine.player.velocity.y, 0.0, 1.5)
machine.on_ground = false
_last_vel = machine.player.velocity
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)
_current_tangent = machine.wall_normal.cross(Vector3.UP).normalized()
if hvel.dot(_current_tangent) < 0.0:
_current_tangent = -_current_tangent
# Preserve speed along the wall if it's faster than base wall_run_speed
var base_speed = machine.get_effective_speed(params.wall_run_speed)
var projected_speed = hvel.dot(_current_tangent)
_run_speed = maxf(base_speed, projected_speed)
# 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:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.switch_to("air")
return
var player := machine.player
var vel: Vector3 = player.velocity
if player.wallrun_player and not player.wallrun_player.playing:
player.wallrun_player.play()
if vel.distance_squared_to(_last_vel) > 100.0:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.switch_to("air")
return
# ── Gradual gravity pull (starts light, increases over time) ──────────
var gravity_factor := 0.1 + 0.9 * (elapsed / params.wall_run_duration)
vel.y -= params.wall_run_gravity * gravity_factor * delta
# ── Move along wall tangent ───────────────────────────────────────────
var wall_tangent := machine.wall_normal.cross(Vector3.UP).normalized()
# Ensure the new tangent aligns with our locked forward direction
if _current_tangent.dot(wall_tangent) < 0.0:
wall_tangent = -wall_tangent
_current_tangent = wall_tangent
vel.x = wall_tangent.x * _run_speed
vel.z = wall_tangent.z * _run_speed
# ── Look away to break wall run ───────────────────────────────────────
var look_dir := -player.global_transform.basis.z
if look_dir.dot(machine.wall_normal) > 0.4:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.wall_cooldown_timer = 0.3
machine.switch_to("air")
return
# ── Push slightly toward wall to maintain contact ─────────────────────
vel -= machine.wall_normal * 2.0
# ── 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 * _run_speed
# 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.switch_to("air")
return
# ── Wall cling (no movement input) ────────────────────────────────────
if machine.input_dir.length() < 0.1:
machine.switch_to("wall_cling")
return
player.velocity = vel
player.move_and_slide()
_last_vel = player.velocity
# ── Check still on wall ───────────────────────────────────────────────
var still_on_wall := machine.detect_wall_horizontal()
if still_on_wall == Vector3.ZERO:
machine.wall_normal = Vector3.ZERO
machine.wall_side = 0.0
machine.switch_to("air")
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 _get_camera_rig():
if machine.player and machine.player.has_node("HeadPivot"):
return machine.player.get_node("HeadPivot")
return null