Some cleanup in Player

This commit is contained in:
karl 2021-06-16 20:41:26 +02:00
parent 725c717446
commit 596f4ddbc5

View File

@ -12,7 +12,6 @@ var drag = 0.05
# Jumping # Jumping
var jumping := false var jumping := false
var on_ground := false
var time_since_jump_start := 0.0 var time_since_jump_start := 0.0
var initial_jump_burst = 10.0 var initial_jump_burst = 10.0
@ -24,8 +23,7 @@ export(NodePath) var solar_system
func _input(event): func _input(event):
if event.is_action_pressed("jump") and on_ground: if event.is_action_pressed("jump") and is_on_ground():
on_ground = false
jumping = true jumping = true
time_since_jump_start = 0.0 time_since_jump_start = 0.0
elif event.is_action_released("jump"): elif event.is_action_released("jump"):
@ -45,6 +43,28 @@ func apply_acceleration(acceleration):
velocity += acceleration velocity += acceleration
func get_gravity_acceleration():
# If we're (almost) on the ground, accelerate only towards the planet we're on the ground of.
# Otherwise, get the total gravity of the solar system.
if $GroundCheckRay.is_colliding():
return get_node(solar_system).get_closest_gravity_acceleration(transform.origin)
else:
return get_node(solar_system).get_gravity_acceleration(transform.origin)
# Returns true if the player is currently (almost) on the ground.
# Surfaces with an angle of 45° or less are considered a ground.
func is_on_ground():
if $GroundCheckRay.is_colliding():
var normal = $GroundCheckRay.get_collision_normal()
# An angle of >45° to the local up vector counts as grounded
if normal.dot(global_transform.basis.y) > 0.5:
return true
return false
# Called every frame. 'delta' is the elapsed time since the previous frame. # Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta): func _physics_process(delta):
var move_velocity := Vector3.ZERO var move_velocity := Vector3.ZERO
@ -63,11 +83,10 @@ func _physics_process(delta):
# Make movement local # Make movement local
move_acceleration = transform.basis * move_acceleration move_acceleration = transform.basis * move_acceleration
# Jumping and Gravity # Get acceleration caused by gravity
var gravity_acceleration = get_node(solar_system).get_gravity_acceleration(transform.origin) var gravity_acceleration = get_gravity_acceleration()
if $GroundCheckRay.is_colliding():
gravity_acceleration = get_node(solar_system).get_closest_gravity_acceleration(transform.origin)
# Apply both acceleration types
apply_acceleration((move_acceleration + gravity_acceleration) * delta) apply_acceleration((move_acceleration + gravity_acceleration) * delta)
# Handle jumping # Handle jumping
@ -83,24 +102,6 @@ func _physics_process(delta):
# Apply movement to position # Apply movement to position
velocity = move_and_slide(velocity, -gravity_acceleration.normalized(), true) velocity = move_and_slide(velocity, -gravity_acceleration.normalized(), true)
on_ground = false
if get_slide_count() > 0:
var collision = get_slide_collision(0)
if collision.collider.is_in_group("MovingPlatform"):
# Inherit the moving platform's velocity and apply the initial velocity
if current_target_velocity != collision.collider.velocity / 6.0:
current_target_velocity = collision.collider.velocity / 6.0
velocity = current_target_velocity
if not jumping:
# Check the collision normal and set to grounded if it's close to the player's up vector
if collision.normal.dot(global_transform.basis.y) > 0.5: # an angle of >45° counts as grounded
on_ground = true
else:
# We're not colliding with anything, so drag takes us towards 0
current_target_velocity = Vector3.ZERO
# Clamp the velocity just to be save # Clamp the velocity just to be save
velocity.x = clamp(velocity.x, -MAX_VEL, MAX_VEL) velocity.x = clamp(velocity.x, -MAX_VEL, MAX_VEL)