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9 changed files with 16 additions and 41 deletions

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@ -1,3 +1,3 @@
source_md5="36158356a783eb08fdc11e6407f104eb" source_md5="0fd4b06bb4f9ac715836d05cb4e85e7b"
dest_md5="0dddb11d864bd4c870b083fc31fbd6d8" dest_md5="0dddb11d864bd4c870b083fc31fbd6d8"

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godot/assets/meat_creek/creek_cage.glb (Stored with Git LFS)

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@ -5,6 +5,7 @@ onready var util = get_node("/root/Util")
export var gravity: float = 6.0 export var gravity: float = 6.0
# When falling, gravity is artificially increased # When falling, gravity is artificially increased
export var gravity_downwards_factor: float = 3 export var gravity_downwards_factor: float = 3
export var float_factor = 0.5
export var ground_gravity: float = 3.1 export var ground_gravity: float = 3.1
# Rate of gaining speed # Rate of gaining speed
export var velocity_acceleration_xz: float = 3 export var velocity_acceleration_xz: float = 3
@ -20,8 +21,6 @@ export var walk_factor: float = 2.0
export var can_glide: bool = false export var can_glide: bool = false
export var can_float: bool = false export var can_float: bool = false
export var float_factor = 0.5
"public" var velocity: Vector3 = Vector3.ZERO "public" var velocity: Vector3 = Vector3.ZERO
# Value changed by code only to add slow down or speed up effects # Value changed by code only to add slow down or speed up effects
@ -46,10 +45,11 @@ func process_velocity(delta: float):
# Uses the input from MovementInput to compute and update this node's velocity # Uses the input from MovementInput to compute and update this node's velocity
# velocity_acceleration controls gradual speedup whereas velocity_friction # velocity_acceleration controls gradual speedup whereas velocity_friction
# controls gradual slowdown # controls gradual slowdown
if Dialogic.get_variable("enable_glide") == "true":
can_glide = true
# Gravity # Gravity
# You can buffer jumps by pressing releaseing the space bar and then pressing it again # You can buffer jumps by pressing releaseing the space bar and then pressing it again
if not is_on_floor(): if not is_on_floor():
$FloatFactorAnimation.advance(delta)
var grav = -gravity var grav = -gravity
if can_glide and Input.is_action_pressed("player_jump"): if can_glide and Input.is_action_pressed("player_jump"):
grav /= 4 grav /= 4
@ -60,8 +60,6 @@ func process_velocity(delta: float):
gdf = float_factor gdf = float_factor
target_velocity.y *= util.clamped_lerp(gdf, 1.0, velocity.y/2, 0.0) target_velocity.y *= util.clamped_lerp(gdf, 1.0, velocity.y/2, 0.0)
else: else:
$FloatFactorAnimation.stop()
$FloatFactorAnimation.play("float_anim")
velocity.y = max(0.0, velocity.y) velocity.y = max(0.0, velocity.y)
target_velocity.y = max(0.0, max(target_velocity.y, jump_power * $"../MovementInput".jump_intent * jump_permission)) target_velocity.y = max(0.0, max(target_velocity.y, jump_power * $"../MovementInput".jump_intent * jump_permission))
if target_velocity.y == 0.0 and velocity.y == 0.0: if target_velocity.y == 0.0 and velocity.y == 0.0:

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@ -4,6 +4,7 @@ onready var active_physics_node: Spatial = $OnFootPhysics
export var can_glide: bool = false export var can_glide: bool = false
export var can_float: bool = false export var can_float: bool = false
export var float_factor = 0.5
func _ready(): func _ready():
Util.player = self Util.player = self
@ -35,10 +36,8 @@ func objective_distance() -> float:
return $ObjectiveTracker.objective_distance return $ObjectiveTracker.objective_distance
func _process(_delta): func _process(_delta):
if Dialogic.get_variable("enable_glide") == "true":
can_float = true
$OnFootPhysics.can_glide = can_glide $OnFootPhysics.can_glide = can_glide
$OnFootPhysics.can_float = can_float $OnFootPhysics.can_float = can_float
$OnFootPhysics.float_factor = float_factor

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@ -1,4 +1,4 @@
[gd_scene load_steps=34 format=2] [gd_scene load_steps=33 format=2]
[ext_resource path="res://player/CameraController.gd" type="Script" id=1] [ext_resource path="res://player/CameraController.gd" type="Script" id=1]
[ext_resource path="res://player/OnFootPhysics.gd" type="Script" id=2] [ext_resource path="res://player/OnFootPhysics.gd" type="Script" id=2]
@ -57,22 +57,6 @@ tracks/0/keys = {
[sub_resource type="CylinderShape" id=4] [sub_resource type="CylinderShape" id=4]
[sub_resource type="Animation" id=14]
resource_name = "float_anim"
length = 5.0
tracks/0/type = "value"
tracks/0/path = NodePath(".:float_factor")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 3 ),
"transitions": PoolRealArray( 1, 1 ),
"update": 0,
"values": [ 0.5, 3.0 ]
}
[sub_resource type="SphereShape" id=5] [sub_resource type="SphereShape" id=5]
[sub_resource type="Animation" id=10] [sub_resource type="Animation" id=10]
@ -220,7 +204,6 @@ anims/fov = SubResource( 9 )
[node name="OnFootPhysics" type="KinematicBody" parent="."] [node name="OnFootPhysics" type="KinematicBody" parent="."]
script = ExtResource( 2 ) script = ExtResource( 2 )
float_factor = 3.0
[node name="CollisionShape" type="CollisionShape" parent="OnFootPhysics"] [node name="CollisionShape" type="CollisionShape" parent="OnFootPhysics"]
transform = Transform( 0.4, 0, 0, 0, 0.440932, 0, 0, 0, 0.4, 0, 0, 0 ) transform = Transform( 0.4, 0, 0, 0, 0.440932, 0, 0, 0, 0.4, 0, 0, 0 )
@ -229,11 +212,6 @@ shape = SubResource( 4 )
[node name="Floor" type="RayCast" parent="OnFootPhysics"] [node name="Floor" type="RayCast" parent="OnFootPhysics"]
script = ExtResource( 10 ) script = ExtResource( 10 )
[node name="FloatFactorAnimation" type="AnimationPlayer" parent="OnFootPhysics"]
autoplay = "float_anim"
playback_process_mode = 2
anims/float_anim = SubResource( 14 )
[node name="ElevatorPhysics" type="Spatial" parent="."] [node name="ElevatorPhysics" type="Spatial" parent="."]
script = ExtResource( 7 ) script = ExtResource( 7 )

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@ -47,4 +47,4 @@ shape = SubResource( 2 )
[node name="Player" parent="." instance=ExtResource( 1 )] [node name="Player" parent="." instance=ExtResource( 1 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.566872, 2.73697 ) transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.566872, 2.73697 )
can_float = true can_glide = true