[Major] Player movement - overhaul - v1

This commit is contained in:
Alan Alexander Cerna 2021-11-06 01:50:23 +02:00
parent fec38df6fe
commit 6cca4b2ba2
3 changed files with 69 additions and 68 deletions

View File

@ -1,5 +1,7 @@
extends KinematicBody2D extends KinematicBody2D
export var debugMode = false
var hp = 100 setget set_hp var hp = 100 setget set_hp
var player_bullet = load("res://source/entities/bullet/player_bullet.tscn") var player_bullet = load("res://source/entities/bullet/player_bullet.tscn")
@ -34,21 +36,18 @@ var VDIR = {}
var user_input = {} var user_input = {}
var user_state = {} var user_state = {}
var dimensions = {} var dimensions = {}
var gravityVector = Vector2(0,0)
var movementVector = Vector2(0,0)
var movementSpeed = 0
var maxMovementSpeed = 200
var accelerationSpeed = 5
var deccelerationSpeed = 4.25
var jumpState = false
var jumpSpeed = 0
var maxJumpSpeed = 400
var time = 0
var timeOut = 1
var timedOut = true
var movementRight = false
var movementLeft = true
var currentMovementSpeed = 0
var maxMovementSpeed = Vector2(200,400)
var accelerationSpeed = 5
var deccelerationSpeed = 8
var rotationSpeed = 5
var currentRotation = 0
var rotationalHolder = 0
var velocityVDIR = Vector2(0,0)
var characterStates = {"onGround": false, "jumped": false, "faceDirection": true}
var reverseControls = false
func _ready(): func _ready():
get_tree().connect("network_peer_connected", self, "_network_peer_connected") get_tree().connect("network_peer_connected", self, "_network_peer_connected")
@ -92,6 +91,7 @@ func get_dimensions():
func process_rotation(): func process_rotation():
if rotation_degrees > 360 or rotation_degrees < -360: rotation_degrees = 0
var VDIR_ray_positive_y = VDIR["1"]["1"]["ray"]["position"].y - user_state["global_position"].y var VDIR_ray_positive_y = VDIR["1"]["1"]["ray"]["position"].y - user_state["global_position"].y
var VDIR_ray_negative_y = VDIR["1"]["2"]["ray"]["position"].y - user_state["global_position"].y var VDIR_ray_negative_y = VDIR["1"]["2"]["ray"]["position"].y - user_state["global_position"].y
var VDIR_ray_positive_x = VDIR["1"]["1"]["ray"]["position"].x - user_state["global_position"].x var VDIR_ray_positive_x = VDIR["1"]["1"]["ray"]["position"].x - user_state["global_position"].x
@ -111,7 +111,6 @@ func _process(delta: float) -> void:
user_input = UIN_preset_pre_processor_instance.update() user_input = UIN_preset_pre_processor_instance.update()
user_state = get_user_state() user_state = get_user_state()
dimensions = get_dimensions() dimensions = get_dimensions()
time += delta
VDIR = VDIR_preset_pre_processor_instance.update(user_state, dimensions) VDIR = VDIR_preset_pre_processor_instance.update(user_state, dimensions)
for vector_type in VDIR: for vector_type in VDIR:
var v_t = str(vector_type) var v_t = str(vector_type)
@ -138,52 +137,53 @@ func _physics_process(delta) -> void:
if get_tree().has_network_peer(): if get_tree().has_network_peer():
if is_network_master() and visible: if is_network_master() and visible:
if "0" in VDIR: if "0" in VDIR:
if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 2 and jumpState == false: if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 5:
gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized() characterStates["onGround"] = false
#print("Gravity on")
elif jumpState == false:
gravityVector = Vector2(0,0)
movementVector = Vector2(0,0)
if user_input["right"] == true:
movementVector = Vector2(1,0)
elif user_input["left"] == true:
movementVector = Vector2(-1,0)
else: else:
movementVector = Vector2(0,0) characterStates["onGround"] = true
if movementVector.x == 1 and movementRight == false: characterStates["jumped"] = false
movementRight = true if characterStates["onGround"] and abs(velocityVDIR.x) < 5:
movementLeft = false if rotation_degrees > 90 or rotation_degrees < -90:
$player_animated_sprite.flip_h = true reverseControls = true
elif movementVector.x == -1 and movementLeft == false: else:
movementLeft = true reverseControls = false
movementRight = false if VDIR["1"]["0"]["ray"]["collided"]:
$player_animated_sprite.flip_h = false rotationalHolder = rotation
if movementVector != Vector2(0,0) and jumpState == false: if user_input["boost"] and not characterStates["jumped"]:
movementSpeed = move_toward(movementSpeed, maxMovementSpeed, accelerationSpeed) maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 350, accelerationSpeed)
elif movementVector != Vector2(0,0) and jumpState == true:
movementSpeed = move_toward(movementSpeed, maxMovementSpeed * 2, accelerationSpeed)
else: else:
movementSpeed = move_toward(movementSpeed, 0, deccelerationSpeed) maxMovementSpeed.x = move_toward(maxMovementSpeed.x, 200, accelerationSpeed)
if timedOut == true and user_input["up"] == true and jumpState == false and VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] < 2: if characterStates["onGround"] and not characterStates["jumped"] and user_input["up"]:
gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized() * -1 velocityVDIR.y = -maxMovementSpeed.y
jumpSpeed = 0 characterStates["jumped"] = true
jumpState = true rotationalHolder = rotation
time = 0 if user_input["left"] and not reverseControls or user_input["right"] and reverseControls:
if jumpState == true and jumpSpeed < maxJumpSpeed: if velocityVDIR.x > 0:
rotation_degrees = move_toward(rotation_degrees, 0, accelerationSpeed/10) velocityVDIR.x -= deccelerationSpeed
jumpSpeed = move_toward(jumpSpeed, maxJumpSpeed, accelerationSpeed * 10) else:
else: velocityVDIR.x -= accelerationSpeed
jumpState = false if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
jumpSpeed = 100 rotation_degrees -= rad2deg(rotationSpeed*delta)
if user_input["boost"] == true: if user_input["right"] and not reverseControls or user_input["left"] and reverseControls:
maxMovementSpeed = move_toward(maxMovementSpeed,120,accelerationSpeed) if velocityVDIR.x < 0:
else: velocityVDIR.x += deccelerationSpeed
maxMovementSpeed = move_toward(maxMovementSpeed,60,deccelerationSpeed) else:
if time < timeOut: velocityVDIR.x += accelerationSpeed
timedOut = false if velocityVDIR.y < maxMovementSpeed.x and not characterStates["onGround"] and characterStates["jumped"]:
else: rotation_degrees += rad2deg(rotationSpeed*delta)
timedOut = true if characterStates["jumped"] and not characterStates["onGround"] and velocityVDIR.y > maxMovementSpeed.x:
move_and_slide(gravityVector * jumpSpeed + movementVector.rotated(rotation).normalized() * movementSpeed) if rotation_degrees > rad2deg(rotationalHolder): rotation_degrees -= rotationSpeed
elif rotation_degrees < rad2deg(rotationalHolder): rotation_degrees = move_toward(rotation_degrees, rad2deg(rotationalHolder), rotationSpeed)
if not user_input["right"] and not user_input["left"]:
velocityVDIR.x = move_toward(velocityVDIR.x, 0, deccelerationSpeed)
if not characterStates["onGround"]:
velocityVDIR.y += accelerationSpeed
elif characterStates["onGround"] and velocityVDIR.y > 0:
velocityVDIR.y -= deccelerationSpeed
velocityVDIR = Vector2(clamp(velocityVDIR.x, -maxMovementSpeed.x, maxMovementSpeed.x), clamp(velocityVDIR.y, -maxMovementSpeed.y, maxMovementSpeed.y))
move_and_slide(velocityVDIR.rotated(rotationalHolder))
if Input.is_action_pressed("input_shoot") and can_shoot and not is_reloading: if Input.is_action_pressed("input_shoot") and can_shoot and not is_reloading:
rpc("instance_bullet", get_tree().get_network_unique_id()) rpc("instance_bullet", get_tree().get_network_unique_id())
@ -193,7 +193,7 @@ func _physics_process(delta) -> void:
rotation = lerp_angle(rotation, puppet_rotation, delta * 8) rotation = lerp_angle(rotation, puppet_rotation, delta * 8)
if not tween.is_active(): if not tween.is_active():
move_and_slide(puppet_velocity * movementSpeed) move_and_slide(puppet_velocity * currentMovementSpeed)
if hp <= 0: if hp <= 0:
if get_tree().is_network_server(): if get_tree().is_network_server():
rpc("destroy") rpc("destroy")
@ -201,12 +201,13 @@ func _physics_process(delta) -> void:
func _draw(): func _draw():
for vector_type in VDIR: if debugMode:
var v_t = str(vector_type) for vector_type in VDIR:
for vector in VDIR[v_t]: var v_t = str(vector_type)
var v = str(vector) for vector in VDIR[v_t]:
if v_t == "1": var v = str(vector)
draw_line(VDIR[v_t][v]["start"] - user_state["global_position"],(VDIR[v_t][v]["ray"]["position"] - user_state["global_position"]).rotated(-rotation),Color(255,255,255,1),1) if v_t == "1":
draw_line(VDIR[v_t][v]["start"] - user_state["global_position"],(VDIR[v_t][v]["ray"]["position"] - user_state["global_position"]).rotated(-rotation),Color(255,255,255,1),1)
func lerp_angle(from, to, weight): func lerp_angle(from, to, weight):

View File

@ -1,7 +1,7 @@
extends CanvasLayer extends CanvasLayer
# if 0, then singleplayer will work, if 1, then multiplayer only # if 0, then singleplayer will work, if 1, then multiplayer only
var winner_amount = 1 var winner_amount = 0
onready var win_timer = $Control/winner/win_timer onready var win_timer = $Control/winner/win_timer
onready var winner = $Control/winner onready var winner = $Control/winner

View File

@ -34,7 +34,7 @@ z_index = -5
texture = ExtResource( 7 ) texture = ExtResource( 7 )
[node name="trinity_site_level_layout-level_design_z-index_0-version_ct_f_hd_3840_2160" type="Sprite" parent="trinity_site_body/trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 01"] [node name="trinity_site_level_layout-level_design_z-index_0-version_ct_f_hd_3840_2160" type="Sprite" parent="trinity_site_body/trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 01"]
z_index = 3 z_index = 5
texture = ExtResource( 3 ) texture = ExtResource( 3 )
[node name="trinity_site_level_layout-level_design_z-index_-1-version_ct_f_hd_3840_2160" type="Sprite" parent="trinity_site_body/trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 01"] [node name="trinity_site_level_layout-level_design_z-index_-1-version_ct_f_hd_3840_2160" type="Sprite" parent="trinity_site_body/trinity_site_level_layout-level_design_z-index_-2-version_ct_f_hd_3840_2160 01"]