122 lines
3.7 KiB
GDScript
122 lines
3.7 KiB
GDScript
extends KinematicBody
|
|
|
|
|
|
const MAX_VEL = 500.0
|
|
|
|
var acceleration := Vector3(0.0, -9.81, 0.0)
|
|
var velocity := Vector3(0.0, 0.0, 0.0)
|
|
|
|
var move_accel = 60.0
|
|
var rotate_speed = 2.0
|
|
var drag = 0.05
|
|
|
|
# Jumping
|
|
var jumping := false
|
|
var on_ground := false
|
|
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
|
|
|
|
|
|
func _input(event):
|
|
if event.is_action_pressed("jump") and on_ground:
|
|
on_ground = false
|
|
jumping = true
|
|
time_since_jump_start = 0.0
|
|
elif event.is_action_released("jump"):
|
|
jumping = false
|
|
|
|
|
|
func get_center():
|
|
return global_transform.origin + global_transform.basis.y
|
|
|
|
|
|
func apply_acceleration(acceleration):
|
|
# First drag, then add the new acceleration
|
|
# 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
|
|
|
|
|
|
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
|
func _physics_process(delta):
|
|
var move_velocity := Vector3.ZERO
|
|
var move_acceleration := Vector3.ZERO
|
|
|
|
# Movement and rotation
|
|
if Input.is_action_pressed("move_up"):
|
|
move_acceleration.z -= move_accel
|
|
if Input.is_action_pressed("move_down"):
|
|
move_acceleration.z += move_accel
|
|
if Input.is_action_pressed("move_left"):
|
|
rotate(transform.basis.y, delta * rotate_speed)
|
|
if Input.is_action_pressed("move_right"):
|
|
rotate(transform.basis.y, -delta * rotate_speed)
|
|
|
|
# Make movement local
|
|
move_acceleration = transform.basis * move_acceleration
|
|
|
|
print(on_ground)
|
|
|
|
# Jumping and Gravity
|
|
var gravity_acceleration = get_node(solar_system).get_gravitation_acceleration(transform.origin)
|
|
#if on_ground:
|
|
# FIXME: This breaks some things, but seems to be the right principle
|
|
#gravity_acceleration = Vector3.ZERO
|
|
|
|
apply_acceleration((move_acceleration + gravity_acceleration) * delta)
|
|
|
|
# Handle jumping
|
|
if jumping:
|
|
# 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
|
|
|
|
# Apply movement to position
|
|
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
|
|
velocity.x = clamp(velocity.x, -MAX_VEL, MAX_VEL)
|
|
velocity.y = clamp(velocity.y, -MAX_VEL, MAX_VEL)
|
|
velocity.z = clamp(velocity.z, -MAX_VEL, MAX_VEL)
|
|
|
|
# Rotate down vector to face center of gravity
|
|
var down = gravity_acceleration
|
|
var local_down = transform.basis * Vector3.DOWN
|
|
var angle = local_down.angle_to(down)
|
|
var axis = local_down.cross(down).normalized()
|
|
|
|
# An axis of 0 happens if we're perfectly aligned already (local_down and down are equal)
|
|
if axis != Vector3.ZERO:
|
|
rotate(axis, angle)
|