diff options
| author | Jan Tuomi <jan@jantuomi.fi> | 2025-11-27 21:34:33 +0200 |
|---|---|---|
| committer | Jan Tuomi <jan@jantuomi.fi> | 2025-11-27 21:34:33 +0200 |
| commit | cdfe41bab22af70a5cf3c7d45e0a27efc8efe854 (patch) | |
| tree | 8ce7fffa9162f77eeda5c203143003bba00b8af4 /player.gd | |
| parent | 99be84042a7796fab592d46db3704f1e0058440d (diff) | |
Add curve following system
Diffstat (limited to 'player.gd')
| -rw-r--r-- | player.gd | 93 |
1 files changed, 68 insertions, 25 deletions
@@ -5,9 +5,23 @@ extends CharacterBody2D @export var jump_strength: float @export var coyote_max: int @export var jump_held_coef: float +@export var curve_speed: float ## float (-1.0 .. 1.0) or null var forced_input_x: Variant +var curve_t: float = 0 +var followed_curve: Curve2D +enum { + MOVEMENT_NORMAL, + MOVEMENT_FORCED, + MOVEMENT_CURVE, +} +var movement_type = MOVEMENT_NORMAL +var movement_handlers = { + MOVEMENT_NORMAL: _movement_normal, + MOVEMENT_FORCED: _movement_forced, + MOVEMENT_CURVE: _movement_curve, +} var gravity = ProjectSettings.get_setting("physics/2d/default_gravity") var prev_dir: float = 0.0 @@ -42,11 +56,39 @@ func _process(_delta: float) -> void: $AnimatedSprite2D.set_animation("idle") func _physics_process(delta: float): + movement_handlers[movement_type].call(delta) + +func set_forced_input(dir: Variant): + var jump_coef = 1.3 + if dir == null: + movement_type = MOVEMENT_NORMAL + forced_input_x = null + return + + movement_type = MOVEMENT_FORCED + #movement_type = MOVEMENT_CURVE + if dir == "LEFT": + forced_input_x = -1.0 + elif dir == "JUMP_LEFT": + velocity.y = -jump_coef * jump_strength + forced_input_x = -1.0 + elif dir == "RIGHT": + forced_input_x = 1.0 + elif dir == "JUMP_RIGHT": + velocity.y = -jump_coef * jump_strength + forced_input_x = 1.0 + elif dir == "JUMP": + velocity.y = -jump_strength + forced_input_x = 0.0 + gravity = 0.0 + elif dir == "DROP": + forced_input_x = 0.0 + +func _movement_normal(delta: float): var grav_coef = 1.0 if velocity.y < 0 and Input.is_action_pressed("jump"): grav_coef = 1.0 + (jump_held_coef * velocity.y / jump_strength) - #print_debug("1.0 + (", velocity.y, " / (", jump_held_coef, " * ", jump_strength, ")) = ", grav_coef) velocity.y += grav_coef * gravity * delta if velocity.y > jump_strength: velocity.y = jump_strength @@ -56,7 +98,7 @@ func _physics_process(delta: float): else: coyote += 1 - var can_jump = coyote < coyote_max and jump_was_released and forced_input_x == null + var can_jump = coyote < coyote_max and jump_was_released if Input.is_action_pressed("jump") and can_jump: velocity.y = -jump_strength # Force coyote time to expire to forbid double jumps @@ -67,9 +109,7 @@ func _physics_process(delta: float): jump_was_released = true var direction: float - if forced_input_x != null: - direction = forced_input_x - elif Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"): + if Input.is_action_pressed("move_left") and Input.is_action_pressed("move_right"): # This is a fix to the stalled movement issue # where the player stops if both x inputs are pressed at the same time. # To fix it, we store the previous direction the player was moving in, and change @@ -83,23 +123,26 @@ func _physics_process(delta: float): move_and_slide() -func set_forced_input(dir: Variant): - var jump_coef = 1.3 - if dir == null: - forced_input_x = null - elif dir == "LEFT": - forced_input_x = -1.0 - elif dir == "JUMP_LEFT": - velocity.y = -jump_coef * jump_strength - forced_input_x = -1.0 - elif dir == "RIGHT": - forced_input_x = 1.0 - elif dir == "JUMP_RIGHT": - velocity.y = -jump_coef * jump_strength - forced_input_x = 1.0 - elif dir == "JUMP": - velocity.y = -jump_strength - forced_input_x = 0.0 - gravity = 0.0 - elif dir == "DROP": - forced_input_x = 0.0 +func _movement_forced(delta: float): + velocity.y += gravity * delta + if velocity.y > jump_strength: + velocity.y = jump_strength + + velocity.x = forced_input_x * speed + + move_and_slide() + +func follow_curve(curve: Curve2D): + movement_type = MOVEMENT_CURVE + followed_curve = curve + curve_t = 0 + +func _movement_curve(delta: float): + #print_debug("t:", curve_t) + curve_t += curve_speed * delta + if curve_t >= 1.0: + movement_type = MOVEMENT_NORMAL + followed_curve = null + return + + position = followed_curve.sample_baked(curve_t * followed_curve.get_baked_length(), true) |
