[Major] Movement System 0.0.4 - System Establishment
Movement system 0.0.4 has been established. It inherits the structure of movement system 0.0.3, but methods from movement system 0.0.2 with supporting additions.
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||||
|
||||
7
Alens/movementSystem0.0.4/default_env.tres
Normal file
@ -0,0 +1,7 @@
|
||||
[gd_resource type="Environment" load_steps=2 format=2]
|
||||
|
||||
[sub_resource type="ProceduralSky" id=1]
|
||||
|
||||
[resource]
|
||||
background_mode = 2
|
||||
background_sky = SubResource( 1 )
|
||||
BIN
Alens/movementSystem0.0.4/icon.png
Normal file
|
After Width: | Height: | Size: 21 KiB |
34
Alens/movementSystem0.0.4/icon.png.import
Normal file
@ -0,0 +1,34 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://icon.png"
|
||||
dest_files=[ "res://.import/icon.png-487276ed1e3a0c39cad0279d744ee560.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=true
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=true
|
||||
svg/scale=1.0
|
||||
66
Alens/movementSystem0.0.4/project.godot
Normal file
@ -0,0 +1,66 @@
|
||||
; Engine configuration file.
|
||||
; It's best edited using the editor UI and not directly,
|
||||
; since the parameters that go here are not all obvious.
|
||||
;
|
||||
; Format:
|
||||
; [section] ; section goes between []
|
||||
; param=value ; assign values to parameters
|
||||
|
||||
config_version=4
|
||||
|
||||
[application]
|
||||
|
||||
config/name="Movement System 0 . 0 . 4"
|
||||
run/main_scene="res://source/levels/trinity_site/trinity-site-level.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[input]
|
||||
|
||||
input_right={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":68,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777233,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
input_left={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":65,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777231,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
input_up={
|
||||
"deadzone": 0.49,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":87,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777232,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":32,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
input_down={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":83,"unicode":0,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777234,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
input_debug={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":96,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
input_enter={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777221,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
input_shift={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777237,"unicode":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
common/enable_pause_aware_picking=true
|
||||
|
||||
[rendering]
|
||||
|
||||
environment/default_environment="res://default_env.tres"
|
||||
@ -0,0 +1,138 @@
|
||||
extends KinematicBody2D
|
||||
|
||||
# Instance of data pre-processors
|
||||
var VDIR_preset_pre_processor_instance = preload("res://source/assets/scripts/pre-processors/vdir_pre-processor.gd").new()
|
||||
var UIN_preset_pre_processor_instance = preload("res://source/assets/scripts/pre-processors/uin_pre-processor.gd").new()
|
||||
|
||||
# Local class constants
|
||||
|
||||
# Local class variables
|
||||
var VDIR = {}
|
||||
var user_input = {}
|
||||
var user_state = {}
|
||||
var dimensions = {}
|
||||
var gravityVector = Vector2(0,0)
|
||||
var movementVector = Vector2(0,0)
|
||||
var movementSpeed = 0
|
||||
var maxMovementSpeed = 60
|
||||
var accelerationSpeed = 3.5
|
||||
var deccelerationSpeed = 4.25
|
||||
var jumpState = false
|
||||
var jumpSpeed = 0
|
||||
var maxJumpSpeed = 500
|
||||
var time = 0
|
||||
var timeOut = 1
|
||||
var timedOut = true
|
||||
|
||||
func _ready():
|
||||
# Allow update process override.
|
||||
set_process(true)
|
||||
$"player-animated-sprite".play("idle")
|
||||
pass
|
||||
|
||||
func get_user_state():
|
||||
# Create a dictionary of all variables that relate to clients' active state.
|
||||
var user_state = {
|
||||
"global_position": global_transform.origin
|
||||
}
|
||||
return user_state
|
||||
|
||||
func get_dimensions():
|
||||
# Create a dictionary of all (required) sizes in regards to the client.
|
||||
var dimensions = {
|
||||
"sprite": {
|
||||
"width":$"player-sprite".texture.get_width(),
|
||||
"height":$"player-sprite".texture.get_height(),
|
||||
"scale":$"player-sprite".scale,
|
||||
},
|
||||
"collider": {
|
||||
"shape":$"player-collider".get_shape(),
|
||||
"radius":$"player-collider".get_shape().get_radius()
|
||||
}
|
||||
}
|
||||
return dimensions
|
||||
|
||||
func process_rotation():
|
||||
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_positive_x = VDIR["1"]["1"]["ray"]["position"].x - user_state["global_position"].x
|
||||
var VDIR_ray_negative_x = VDIR["1"]["2"]["ray"]["position"].x - user_state["global_position"].x
|
||||
var VDIR_ray_offset = sqrt(VDIR_ray_positive_y * VDIR_ray_positive_y + VDIR_ray_positive_x * VDIR_ray_positive_x) - sqrt(VDIR_ray_negative_y * VDIR_ray_negative_y + VDIR_ray_negative_x * VDIR_ray_negative_x)
|
||||
if VDIR_ray_offset > 1:
|
||||
rotation_degrees += VDIR_ray_offset / 10
|
||||
if VDIR_ray_offset < 1:
|
||||
rotation_degrees += VDIR_ray_offset / 10
|
||||
|
||||
func _process(delta):
|
||||
user_input = UIN_preset_pre_processor_instance.update()
|
||||
user_state = get_user_state()
|
||||
dimensions = get_dimensions()
|
||||
time += delta
|
||||
VDIR = VDIR_preset_pre_processor_instance.update(user_state, dimensions)
|
||||
for vector_type in VDIR:
|
||||
var v_t = str(vector_type)
|
||||
for vector in VDIR[v_t]:
|
||||
var v = str(vector)
|
||||
if v_t == "1":
|
||||
var space_state = get_world_2d().direct_space_state
|
||||
var ray_cast = space_state.intersect_ray((VDIR[v_t][v]["start"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"],(VDIR[v_t][v]["end"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"],[self])
|
||||
if "position" in ray_cast:
|
||||
VDIR[v_t][v]["ray"]["position"] = ray_cast.position
|
||||
VDIR[v_t][v]["ray"]["length"] = sqrt((VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)*(VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)+(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x)*(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x))
|
||||
VDIR[v_t][v]["ray"]["offset"] = dimensions["collider"]["radius"] - VDIR[v_t][v]["ray"]["length"]
|
||||
VDIR[v_t][v]["ray"]["collided"] = true
|
||||
else:
|
||||
VDIR[v_t][v]["ray"]["position"] = (VDIR[v_t][v]["end"] - user_state["global_position"]).rotated(rotation) + user_state["global_position"]
|
||||
VDIR[v_t][v]["ray"]["length"] = sqrt((VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)*(VDIR[v_t][v]["ray"]["position"].y - user_state["global_position"].y)+(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x)*(VDIR[v_t][v]["ray"]["position"].x - user_state["global_position"].x))
|
||||
VDIR[v_t][v]["ray"]["offset"] = dimensions["collider"]["radius"] - VDIR[v_t][v]["ray"]["length"]
|
||||
VDIR[v_t][v]["ray"]["collided"] = false
|
||||
update()
|
||||
process_rotation()
|
||||
|
||||
func _physics_process(delta):
|
||||
if "0" in VDIR:
|
||||
if VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] > 2 and jumpState == false:
|
||||
gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized()
|
||||
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:
|
||||
movementVector = Vector2(0,0)
|
||||
if movementVector != Vector2(0,0) and jumpState == false:
|
||||
movementSpeed = move_toward(movementSpeed, maxMovementSpeed, accelerationSpeed)
|
||||
elif movementVector != Vector2(0,0) and jumpState == true:
|
||||
movementSpeed = move_toward(movementSpeed, maxMovementSpeed * 2, accelerationSpeed)
|
||||
else:
|
||||
movementSpeed = move_toward(movementSpeed, 0, deccelerationSpeed)
|
||||
if timedOut == true and user_input["up"] == true and jumpState == false and VDIR["1"]["0"]["ray"]["length"] - dimensions["collider"]["radius"] < 2:
|
||||
gravityVector = (VDIR["1"]["0"]["ray"]["position"] - user_state["global_position"]).normalized() * -1
|
||||
jumpSpeed = 0
|
||||
jumpState = true
|
||||
time = 0
|
||||
if jumpState == true and jumpSpeed < maxJumpSpeed:
|
||||
print(jumpSpeed)
|
||||
jumpSpeed = move_toward(jumpSpeed, maxJumpSpeed, accelerationSpeed * 10)
|
||||
else:
|
||||
jumpState = false
|
||||
jumpSpeed = 350
|
||||
if user_input["boost"] == true:
|
||||
maxMovementSpeed = move_toward(maxMovementSpeed,120,accelerationSpeed)
|
||||
else:
|
||||
maxMovementSpeed = move_toward(maxMovementSpeed,60,deccelerationSpeed)
|
||||
if time < timeOut:
|
||||
timedOut = false
|
||||
else:
|
||||
timedOut = true
|
||||
move_and_slide(gravityVector * jumpSpeed + movementVector.rotated(rotation).normalized() * movementSpeed)
|
||||
|
||||
func _draw():
|
||||
for vector_type in VDIR:
|
||||
var v_t = str(vector_type)
|
||||
for vector in VDIR[v_t]:
|
||||
var v = str(vector)
|
||||
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)
|
||||
@ -0,0 +1,11 @@
|
||||
extends CollisionShape2D
|
||||
|
||||
onready var playerSpriteNAHeight = get_parent().get_child(2).texture.get_height() * get_parent().get_child(2).scale.y
|
||||
onready var playerSpriteNAWidth = get_parent().get_child(2).texture.get_width() * get_parent().get_child(2).scale.x
|
||||
|
||||
func _ready():
|
||||
var expectedColliderShape = CircleShape2D.new()
|
||||
set_shape(expectedColliderShape)
|
||||
var colliderRadius = playerSpriteNAHeight / 2
|
||||
expectedColliderShape.set_radius(colliderRadius)
|
||||
pass
|
||||
@ -0,0 +1,26 @@
|
||||
extends Node
|
||||
|
||||
var inputState = {}
|
||||
|
||||
func _init() -> void:
|
||||
inputState = {
|
||||
"right": false,
|
||||
"left": false,
|
||||
"up": false,
|
||||
"down": false,
|
||||
"debug": false,
|
||||
"enter": false
|
||||
}
|
||||
pass
|
||||
|
||||
func update():
|
||||
inputState = {
|
||||
"right": Input.is_action_pressed("input_right"),
|
||||
"left": Input.is_action_pressed("input_left"),
|
||||
"up": Input.is_action_pressed("input_up"),
|
||||
"down": Input.is_action_pressed("input_down"),
|
||||
"debug": Input.is_action_pressed("input_debug"),
|
||||
"boost": Input.is_action_pressed("input_shift"),
|
||||
"enter": Input.is_action_pressed("input_enter")
|
||||
}
|
||||
return inputState
|
||||
@ -0,0 +1,46 @@
|
||||
extends Node
|
||||
|
||||
var VDIR = {}
|
||||
|
||||
func update(userState, userDimensions):
|
||||
var bSP = 0
|
||||
var bHO = userDimensions["sprite"]["width"] / 2 * userDimensions["sprite"]["scale"].x
|
||||
var bVVO = userDimensions["sprite"]["height"] * userDimensions["sprite"]["scale"].y
|
||||
var spHO = userDimensions["collider"]["radius"]
|
||||
VDIR = {
|
||||
"0": {
|
||||
"0": {
|
||||
"start": Vector2(bSP, bSP),
|
||||
"end": Vector2(bSP, bVVO),
|
||||
"ray": {"position": Vector2(bSP, bVVO), "length": bVVO, "offset": bVVO - spHO, "collided": false}
|
||||
},
|
||||
"1": {
|
||||
"start": Vector2(spHO, bSP),
|
||||
"end": Vector2(spHO, bVVO),
|
||||
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