Attempt at making grounded movement work well
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parent
5f17289426
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825bc032da
21
Player.gd
21
Player.gd
@ -63,8 +63,13 @@ func _physics_process(delta):
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# Make movement local
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move_acceleration = transform.basis * move_acceleration
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print(on_ground)
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# Jumping and Gravity
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var gravity_acceleration = get_node(solar_system).get_gravitation_acceleration(transform.origin)
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#if on_ground:
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# FIXME: This breaks some things, but seems to be the right principle
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#gravity_acceleration = Vector3.ZERO
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apply_acceleration((move_acceleration + gravity_acceleration) * delta)
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@ -80,16 +85,20 @@ func _physics_process(delta):
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time_since_jump_start += delta
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# Apply movement to position
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# FIXME: move_and_slide might make more sense, but couldn't quite get that to work...
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#move_and_slide(velocity, -gravity_acceleration.normalized(), true)
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var collision = move_and_collide(velocity * delta)
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velocity = move_and_slide(velocity, -gravity_acceleration.normalized(), true)
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on_ground = false
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if get_slide_count() > 0:
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var collision = get_slide_collision(0)
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if collision:
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if collision.collider.is_in_group("MovingPlatform"):
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# Inherit the moving platform's velocity
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current_target_velocity = collision.collider.velocity
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# Inherit the moving platform's velocity and apply the initial velocity
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if current_target_velocity != collision.collider.velocity / 6.0:
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current_target_velocity = collision.collider.velocity / 6.0
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velocity = current_target_velocity
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if not jumping:
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# Check the collision normal and set to grounded if it's close to the player's up vector
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if collision.normal.dot(global_transform.basis.y) > 0.5: # an angle of >45° counts as grounded
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on_ground = true
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else:
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# We're not colliding with anything, so drag takes us towards 0
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