meat_madness_redux/godot/player/OnFootPhysics.gd

86 lines
2.7 KiB
GDScript

extends KinematicBody
onready var util = get_node("/root/Util")
export var gravity: float = 2.5
"public" var velocity: Vector3 = Vector3.ZERO
export var velocity_acceleration: float = 5
export var velocity_friction: float = 5
export var jump_power: float = 125
export var sprint_factor: float = 1.07
var velocity_factor: Vector3 = Vector3.ONE
var target_velocity: Vector3 = Vector3.ZERO
var is_jumping: bool = false
var jump_permission: float = 1.0
func get_terminal_falling_velocity():
return -gravity * .5
func is_falling_velocity_terminal():
return velocity.y <= get_terminal_falling_velocity()
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():
target_velocity.y = -gravity
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
var target_velocity_xz = $"../MovementInput".input_xz
target_velocity = util.vec2_xz_to_vec3(target_velocity_xz, target_velocity.y)
var velocity_xz = util.vec3_xz(velocity)
var xz_weight = velocity_acceleration * delta
if target_velocity_xz.length() < velocity_xz.length():
xz_weight = velocity_friction * delta
var target_xz_length = lerp(velocity_xz.length(), target_velocity_xz.length(), xz_weight)
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
if (target_velocity_xz - velocity_xz).length() <= 0.025:
velocity_xz = target_velocity_xz
var y_weight = velocity_acceleration * delta
if target_velocity.y < velocity.y:
y_weight = velocity_friction * delta
var velocity_y = lerp(velocity.y, target_velocity.y, y_weight)
if abs(target_velocity.y - velocity_y) <= 0.025:
velocity_y = target_velocity.y
if $"../MovementInput".sprinting:
velocity_xz *= sprint_factor
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)