Implement standing on moving platform

This worked immediately, wtf
This commit is contained in:
karl 2021-05-05 23:55:31 +02:00
parent 36ba889eeb
commit 9401fc9c97
5 changed files with 48 additions and 6 deletions

View File

@ -4,6 +4,7 @@ class_name MovingPlatform
var time_passed := 0.0
var distance_to_pivot := 0.0
var velocity := Vector3.ZERO
export(float) var move_speed = 2.0
export(NodePath) var solar_system
@ -20,11 +21,17 @@ func _process(delta):
time_passed += delta
var speed_multiplier = (1.0 / distance_to_pivot) * move_speed
var translation_before = translation
translation = Vector3(0.0,
cos(time_passed * speed_multiplier) * distance_to_pivot,
sin(time_passed * speed_multiplier) * distance_to_pivot
)
velocity = (translation - translation_before) / delta
print(velocity)
# Rotate according to gravity
var gravity_acceleration = get_node(solar_system).get_gravitation_acceleration(global_transform.origin)

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@ -1,4 +1,11 @@
extends StaticBody
class_name Planet
export(float) var mass
export(float) var rotate_speed := 0.0
func _process(delta):
rotate_y(rotate_speed * delta)

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@ -18,6 +18,8 @@ var time_since_jump_start := 0.0
var initial_jump_burst = 10.0
var jump_exponent = 0.05
var current_target_velocity := Vector3.ZERO
export(NodePath) var solar_system
@ -32,7 +34,10 @@ func _input(event):
func apply_acceleration(acceleration):
# First drag, then add the new acceleration
velocity *= 1 - drag
# For drag: Lerp towards the target velocity
# This is usually 0, unless we're on something that's moving, in which case it is that object's
# velocity
velocity = lerp(velocity, current_target_velocity, drag)
velocity += acceleration
@ -61,7 +66,12 @@ func _physics_process(delta):
# Handle jumping
if jumping:
var e_section = max(exp(log(initial_jump_burst - 1 / jump_exponent * time_since_jump_start)), 0.0000001)
# Continuously apply an impulse by adding velocity: a lot at first, then less until it's 0
# Use max() to avoid NaN from being applied once no more impulse should be added
var e_section = max(
exp(log(initial_jump_burst - 1 / jump_exponent * time_since_jump_start)),
0.0
)
velocity += -gravity_acceleration.normalized() * e_section
time_since_jump_start += delta
@ -70,8 +80,17 @@ func _physics_process(delta):
#move_and_slide(velocity, -gravity_acceleration.normalized(), true)
var collision = move_and_collide(velocity * delta)
if collision and not jumping:
on_ground = true
if collision:
if collision.collider.is_in_group("MovingPlatform"):
# Inherit the moving platform's velocity
current_target_velocity = collision.collider.velocity
velocity = current_target_velocity
if not jumping:
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
velocity.x = clamp(velocity.x, -MAX_VEL, MAX_VEL)
@ -84,5 +103,6 @@ func _physics_process(delta):
var angle = local_down.angle_to(down)
var axis = local_down.cross(down).normalized()
if axis != Vector3.ZERO: # Happens if we're perfectly aligned already (local_down and down are equal)
# An axis of 0 happens if we're perfectly aligned already (local_down and down are equal)
if axis != Vector3.ZERO:
rotate(axis, angle)

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@ -108,7 +108,9 @@ glow_bloom = 0.1
[node name="MovingPlatformPivot" type="Position3D" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -20, 0 )
[node name="MovingPlatform" type="KinematicBody" parent="MovingPlatformPivot"]
[node name="MovingPlatform" type="KinematicBody" parent="MovingPlatformPivot" groups=[
"MovingPlatform",
]]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 30, 0 )
script = ExtResource( 5 )
solar_system = NodePath("../../Planets")

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@ -14,6 +14,11 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://MovingPlatform.gd"
}, {
"base": "StaticBody",
"class": "Planet",
"language": "GDScript",
"path": "res://Planet.gd"
}, {
"base": "Spatial",
"class": "SolarSystem",
"language": "GDScript",
@ -21,6 +26,7 @@ _global_script_classes=[ {
} ]
_global_script_class_icons={
"MovingPlatform": "",
"Planet": "",
"SolarSystem": ""
}