meat_madness_redux/godot/player/OnFootPhysics.gd

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extends KinematicBody
onready var util = get_node("/root/Util")
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export var gravity: float = 6.0
# When falling, gravity is artificially increased
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export var gravity_downwards_factor: float = 3
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# Rate of gaining speed
export var velocity_acceleration_xz: float = 3
export var velocity_acceleration_y: float = 5
# Rate of losing speed when stopping
export var velocity_friction_xz: float = 15
export var velocity_friction_y: float = 1
export var jump_power: float = 50
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# Controls the base speeds of walking and sprinting
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export var sprint_factor: float = 3.5
export var walk_factor: float = 1.5
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"public" var velocity: Vector3 = Vector3.ZERO
# Value changed by code only to add slow down or speed up effects
var velocity_factor: Vector3 = Vector3.ONE
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var target_velocity: Vector3 = Vector3.ZERO
var is_jumping: bool = false
var jump_permission: float = 1.0
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func get_terminal_falling_velocity():
return -gravity * .5
func is_falling_velocity_terminal():
return velocity.y <= get_terminal_falling_velocity()
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func process_velocity(delta: float):
# Uses the input from MovementInput to compute and update this node's velocity
# velocity_acceleration controls gradual speedup whereas velocity_friction
# controls gradual slowdown
# Gravity
# You can buffer jumps by pressing releaseing the space bar and then pressing it again
if not is_on_floor():
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var grav = -gravity
target_velocity.y = grav
# Gravity is stronger when you're falling. Feels nicer
target_velocity.y *= util.clamped_lerp(gravity_downwards_factor, 1.0, velocity.y/2, 0.0)
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else:
velocity.y = max(0.0, velocity.y)
target_velocity.y = max(0.0, max(target_velocity.y, jump_power * $"../MovementInput".jump_intent * jump_permission))
if not is_jumping and $"../MovementInput".jump_intent != 0.0 and is_on_floor():
jump_permission = 0.0
is_jumping = true
elif is_jumping and $"../MovementInput".jump_intent == 0.0:
jump_permission = 1.0
is_jumping = false
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var target_velocity_xz = $"../MovementInput".input_xz
if $"../MovementInput".sprinting:
target_velocity_xz *= sprint_factor
else:
target_velocity_xz *= walk_factor
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target_velocity = util.vec2_xz_to_vec3(target_velocity_xz, target_velocity.y)
var velocity_xz = util.vec3_xz(velocity)
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var xz_weight = velocity_acceleration_xz * delta
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if target_velocity_xz.length() < velocity_xz.length():
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xz_weight = velocity_friction_xz * delta
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var target_xz_length = util.clamped_lerp(velocity_xz.length(), target_velocity_xz.length(), xz_weight, 0.25)
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if target_velocity_xz != Vector2.ZERO:
velocity_xz = target_velocity_xz.normalized() * target_xz_length
elif velocity_xz != Vector2.ZERO:
velocity_xz = velocity_xz.normalized() * target_xz_length
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var y_weight = velocity_acceleration_y * delta
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if target_velocity.y < velocity.y:
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y_weight = velocity_friction_y * delta
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var velocity_y = util.clamped_lerp(velocity.y, target_velocity.y, y_weight, 0.25)
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velocity = util.vec2_xz_to_vec3(velocity_xz, velocity_y) * velocity_factor
func increase_velocity_factor(by: Vector3):
velocity_factor *= by
func decrease_velocity_factor(by: Vector3):
velocity_factor /= by
func _physics_process(delta):
process_velocity(delta)
velocity = move_and_slide(velocity, Vector3.UP)