Inventory management focused game written in Godot / C#
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public partial class MovementController : Node
{
[ExportGroup("Movement")]
[Export] public float Acceleration { get; set; } = 4.0f;
[Export] public float MaxSpeed { get; set; } = 2.1f;
[Export] public float FrictionFloor { get; set; } = 12.0f;
[Export] public float FrictionAir { get; set; } = 2.0f;
[Export] public float Gravity { get; set; } = 12.0f;
[ExportGroup("Jumping")]
[Export] public float JumpVelocity { get; set; } = 4.0f;
[Export] public float JumpEarlyTime { get; set; } = 0.0f; // Time (in seconds) after pressing the jump button a jump may occur late.
[Export] public float JumpCoyoteTime { get; set; } = 0.0f; // Time (in seconds) after leaving a jumpable surface when a jump may still occur.
public float RealMoveSpeed { get; private set; }
public bool IsSprinting { get; private set; }
public float TimeSinceJumpPressed { get; private set; } = float.PositiveInfinity;
public float TimeSinceOnFloor { get; private set; } = float.PositiveInfinity;
CharacterBody3D _player;
CameraController _cameraController;
public override void _Ready()
{
_player = GetParent<CharacterBody3D>();
_cameraController = _player.GetNode<CameraController>("CameraController");
}
public override void _UnhandledInput(InputEvent @event)
{
// TODO: Sprinting.
// TODO: Jumping.
}
public override void _PhysicsProcess(double delta)
{
// Get the (normalized) movement vector from the current input.
var input = Input.GetVector("move_strafe_left", "move_strafe_right", "move_forward", "move_back");
var velocity = _player.Velocity;
var horVelocity = velocity with { Y = 0 };
// TODO: Gravity.
// velocity.Y -= Gravity * (float)delta;
var basis = _player.Basis.Rotated(Vector3.Up, _cameraController.CurrentYaw);
var target = basis * new Vector3(input.X, 0, input.Y) * MaxSpeed;
var isMoving = target.Dot(horVelocity) > 0.0f;
var isOnFloor = true; // _player.IsOnFloor();
var accel = isMoving ? Acceleration
: isOnFloor ? FrictionFloor
: FrictionAir;
if (IsSprinting) {
target *= 5;
accel *= 5;
}
horVelocity = horVelocity.Lerp(target, accel * (float)delta);
velocity.X = horVelocity.X;
velocity.Z = horVelocity.Z;
if (isOnFloor) TimeSinceOnFloor = 0.0f;
else TimeSinceOnFloor += (float)delta;
if ((TimeSinceJumpPressed <= JumpEarlyTime) && (TimeSinceOnFloor <= JumpCoyoteTime)) {
TimeSinceJumpPressed = TimeSinceOnFloor = float.PositiveInfinity;
velocity.Y = JumpVelocity;
}
_player.Velocity = velocity;
_player.MoveAndSlide();
RealMoveSpeed = (_player.Velocity with { Y = 0 }).Length();
}
}