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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Better movement momentum
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parent
c68e40b8c3
commit
5c0e05021d
2 changed files with 48 additions and 26 deletions
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@ -288,7 +288,7 @@ Acceleration = 150.0
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Deceleration = 20.0
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Gravity = -20.0
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FallSpeed = 4.0
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TurnSpeed = 1.0
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TurnResistance = 0.8000000000029104
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[node name="Storage" type="Node" parent="." node_paths=PackedStringArray("Root", "Shield")]
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script = ExtResource("6_habpy")
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@ -8,18 +8,20 @@ namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D>
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{
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[Export] public IsoPlayerStorageModule PlayerStorage { get; private set; }
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[Export] public IsoPlayerStorageModule PlayerStorage { get; private set; }
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[Export] private InputProvider _inputProvider;
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[Export] public PlayerHitboxSpriteProvider3D HitboxSpriteProvider { get; private set; }
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[Export] public int Speed { get; set; } = 45;
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[Export] public int StrafeSpeed { get; set; } = 35;
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[Export] public float Acceleration = 8f;
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[Export] public float Deceleration = 8f;
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[Export] public float Gravity = -9.8f;
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[Export] public float FallSpeed = 20f;
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[Export] public float TurnResistance { get; set; } = 0.5f;
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private bool _isStrafing;
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private float _accelerationPerSecond;
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private float _decelerationPerSecond;
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@ -28,7 +30,7 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
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private IStateMachine<PlayerState, CharacterBody3D> _stateMachine;
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private CharacterBody3D MainObject => _stateMachine.MainObject;
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public override void EnterState(PlayerState state)
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{
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_accelerationPerSecond = Speed / Acceleration;
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@ -37,7 +39,6 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
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public override void ExitState(PlayerState state)
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{
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}
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public override void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
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@ -48,10 +49,10 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
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public override void Process(double delta)
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{
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var movementInput = _inputProvider.GetMovementInput();
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_isStrafing = _inputProvider.GetStrafePressed();
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var rightStickInput = _inputProvider.GetAimInput().Normalized();
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// Update Facing Direction
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// if (!_isStrafing)
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// {
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@ -68,7 +69,7 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
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// }
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var rotatedMovementDirection = movementInput.Rotated(Mathf.DegToRad(-45f));
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//PlayerStorage.MovementDirection = new Vector3(rotatedMovementDirection.X, 0, rotatedMovementDirection.Y);
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PlayerStorage.MovementDirection = rotatedMovementDirection;
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@ -78,12 +79,42 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
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private Vector2 InterpolateVelocityAxes(
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Vector2 current, Vector2 target, float accel, float decel, float delta)
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{
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// Accelerate when we're increasing magnitude toward target on that axis; otherwise decelerate.
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float stepX = (Mathf.Abs(target.X) > Mathf.Abs(current.X)) ? accel : decel;
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float stepY = (Mathf.Abs(target.Y) > Mathf.Abs(current.Y)) ? accel : decel;
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float newX = current.X;
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float newY = current.Y;
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// --- X Axis ---
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if (Mathf.Sign(target.X) == Mathf.Sign(current.X) || Mathf.IsZeroApprox(current.X))
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{
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// Same direction or stopped → normal accel/decel
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float step = (Mathf.Abs(target.X) > Mathf.Abs(current.X)) ? accel : decel;
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newX = Mathf.MoveToward(current.X, target.X, step * delta);
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}
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else
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{
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// Opposite direction → apply resistance multiplier to deceleration
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float slowStep = decel * TurnResistance;
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newX = Mathf.MoveToward(current.X, 0, slowStep * delta);
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// Only start accelerating toward target if we've nearly stopped
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if (Mathf.IsZeroApprox(newX))
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newX = Mathf.MoveToward(newX, target.X, accel * delta);
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}
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// --- Y Axis ---
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if (Mathf.Sign(target.Y) == Mathf.Sign(current.Y) || Mathf.IsZeroApprox(current.Y))
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{
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float step = (Mathf.Abs(target.Y) > Mathf.Abs(current.Y)) ? accel : decel;
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newY = Mathf.MoveToward(current.Y, target.Y, step * delta);
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}
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else
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{
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float slowStep = decel * TurnResistance;
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newY = Mathf.MoveToward(current.Y, 0, slowStep * delta);
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if (Mathf.IsZeroApprox(newY))
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newY = Mathf.MoveToward(newY, target.Y, accel * delta);
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}
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float newX = Mathf.MoveToward(current.X, target.X, stepX * delta);
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float newY = Mathf.MoveToward(current.Y, target.Y, stepY * delta);
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return new Vector2(newX, newY);
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}
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@ -93,29 +124,20 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
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Vector2 v = v3.ToVector2();
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float dt = (float)delta;
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// Read desired input direction for this physics tick
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Vector2 inputDir = PlayerStorage.MovementDirection;
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// Clamp diagonal magnitude so diagonals aren't faster (helps remove jittery speed jumps)
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float len = inputDir.Length();
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if (len > 1f)
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inputDir /= len;
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if (inputDir.Length() > 1f)
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inputDir = inputDir.Normalized();
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if (_isStrafing)
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{
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// Strafing stays instant/responsive if you want that behavior
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v = inputDir * StrafeSpeed;
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}
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else
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{
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// Build a target *velocity* (not just direction)
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Vector2 targetVel = inputDir * Speed;
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// Per-axis interpolation prevents direction snaps when keys change
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v = InterpolateVelocityAxes(v, targetVel, Acceleration, Deceleration, dt);
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}
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// Y (gravity)
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float vy = Mathf.Clamp(v3.Y + Gravity * dt, -FallSpeed, FallSpeed);
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if (Input.IsKeyLabelPressed(Key.Z)) vy = 10;
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