Player movement and camera

This commit is contained in:
Marco 2025-06-11 15:28:26 +02:00
commit a324f2e347
43 changed files with 1777 additions and 316 deletions

View file

@ -12,6 +12,8 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
[Export] public int StrafeSpeed { get; set; } = 35;
[Export] public float Acceleration = 8f;
[Export] public float Deceleration = 8f;
[Export] public float Gravity = -9.8f;
[Export] public float FallSpeed = 20f;
private bool _isStrafing;
private float _accelerationPerSecond;
@ -41,16 +43,38 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
public override void Process(double delta)
{
var movementInput = _inputProvider.GetMovementInput();
_isStrafing = _inputProvider.GetStrafePressed();
var rightStickInput = _inputProvider.GetAimInput().Normalized();
// Update Facing Direction
// if (!_isStrafing)
// {
if (rightStickInput.Length() > 0.1f) // If the right stick is moved
{
PlayerStorage.FacingDirection = rightStickInput;
}
else if (movementInput != Vector2.Zero) // Fall back to movement direction
{
PlayerStorage.FacingDirection = movementInput;
}
// }
var rotatedMovementDirection = movementInput.Rotated(Mathf.DegToRad(-45f));
PlayerStorage.MovementDirection = new Vector3(rotatedMovementDirection.X, 0, rotatedMovementDirection.Y);
}
public override void PhysicsProcess(double delta)
{
var frameVelocity = MainObject.Velocity;
if (_isStrafing)
{
// Instant movement at strafe speed
MainObject.Velocity = PlayerStorage.MovementDirection * StrafeSpeed;
frameVelocity = PlayerStorage.MovementDirection * StrafeSpeed;
}
else
{
@ -58,16 +82,22 @@ public partial class IsoMovementModule : ModuleBase<PlayerState, CharacterBody3D
if (PlayerStorage.MovementDirection != Vector3.Zero)
{
MainObject.Velocity = MainObject.Velocity.MoveToward(targetVelocity, Acceleration * (float)delta);
frameVelocity = frameVelocity.MoveToward(targetVelocity, Acceleration * (float)delta);
}
else
{
MainObject.Velocity = MainObject.Velocity.MoveToward(Vector3.Zero, Deceleration * (float)delta);
frameVelocity = frameVelocity.MoveToward(Vector3.Zero, Deceleration * (float)delta);
}
}
//MainObject.Velocity += _movementDirection * MovementSpeed;
var velocityY = Mathf.Clamp(frameVelocity.Y + Gravity * (float)delta, -FallSpeed, FallSpeed);
frameVelocity.Y = velocityY;
MainObject.Velocity = frameVelocity;
MainObject.MoveAndSlide();
}
}