Implement standing on moving platform
This worked immediately, wtf
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@ -4,6 +4,7 @@ class_name MovingPlatform
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var time_passed := 0.0
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var distance_to_pivot := 0.0
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var velocity := Vector3.ZERO
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export(float) var move_speed = 2.0
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export(NodePath) var solar_system
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@ -20,11 +21,17 @@ func _process(delta):
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time_passed += delta
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var speed_multiplier = (1.0 / distance_to_pivot) * move_speed
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var translation_before = translation
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translation = Vector3(0.0,
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cos(time_passed * speed_multiplier) * distance_to_pivot,
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sin(time_passed * speed_multiplier) * distance_to_pivot
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)
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velocity = (translation - translation_before) / delta
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print(velocity)
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# Rotate according to gravity
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var gravity_acceleration = get_node(solar_system).get_gravitation_acceleration(global_transform.origin)
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@ -1,4 +1,11 @@
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extends StaticBody
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class_name Planet
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export(float) var mass
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export(float) var rotate_speed := 0.0
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func _process(delta):
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rotate_y(rotate_speed * delta)
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30
Player.gd
30
Player.gd
@ -18,6 +18,8 @@ var time_since_jump_start := 0.0
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var initial_jump_burst = 10.0
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var jump_exponent = 0.05
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var current_target_velocity := Vector3.ZERO
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export(NodePath) var solar_system
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@ -32,7 +34,10 @@ func _input(event):
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func apply_acceleration(acceleration):
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# First drag, then add the new acceleration
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velocity *= 1 - drag
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# For drag: Lerp towards the target velocity
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# This is usually 0, unless we're on something that's moving, in which case it is that object's
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# velocity
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velocity = lerp(velocity, current_target_velocity, drag)
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velocity += acceleration
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@ -61,7 +66,12 @@ func _physics_process(delta):
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# Handle jumping
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if jumping:
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var e_section = max(exp(log(initial_jump_burst - 1 / jump_exponent * time_since_jump_start)), 0.0000001)
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# Continuously apply an impulse by adding velocity: a lot at first, then less until it's 0
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# Use max() to avoid NaN from being applied once no more impulse should be added
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var e_section = max(
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exp(log(initial_jump_burst - 1 / jump_exponent * time_since_jump_start)),
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0.0
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)
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velocity += -gravity_acceleration.normalized() * e_section
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time_since_jump_start += delta
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@ -70,8 +80,17 @@ func _physics_process(delta):
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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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if collision and not jumping:
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on_ground = true
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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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velocity = current_target_velocity
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if not jumping:
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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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current_target_velocity = Vector3.ZERO
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# Clamp the velocity just to be save
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velocity.x = clamp(velocity.x, -MAX_VEL, MAX_VEL)
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@ -84,5 +103,6 @@ func _physics_process(delta):
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var angle = local_down.angle_to(down)
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var axis = local_down.cross(down).normalized()
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if axis != Vector3.ZERO: # Happens if we're perfectly aligned already (local_down and down are equal)
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# An axis of 0 happens if we're perfectly aligned already (local_down and down are equal)
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if axis != Vector3.ZERO:
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rotate(axis, angle)
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@ -108,7 +108,9 @@ glow_bloom = 0.1
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[node name="MovingPlatformPivot" type="Position3D" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -20, 0 )
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[node name="MovingPlatform" type="KinematicBody" parent="MovingPlatformPivot"]
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[node name="MovingPlatform" type="KinematicBody" parent="MovingPlatformPivot" groups=[
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"MovingPlatform",
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]]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 30, 0 )
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script = ExtResource( 5 )
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solar_system = NodePath("../../Planets")
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@ -14,6 +14,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://MovingPlatform.gd"
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}, {
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"base": "StaticBody",
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"class": "Planet",
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"language": "GDScript",
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"path": "res://Planet.gd"
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}, {
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"base": "Spatial",
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"class": "SolarSystem",
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"language": "GDScript",
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@ -21,6 +26,7 @@ _global_script_classes=[ {
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} ]
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_global_script_class_icons={
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"MovingPlatform": "",
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"Planet": "",
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"SolarSystem": ""
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}
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