movement system rework

This commit is contained in:
Rendo 2025-11-29 01:27:15 +05:00
commit 792465a33c
7 changed files with 47 additions and 31 deletions

View file

@ -1,6 +1,8 @@
extends State
@export var speed: float = 5.0
@export var max_speed: float = 5.0
@export var acceleration: float = 2.0
@export var deceleration: float = 200.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
@export var weapon_system: WeaponSystem
@ -11,7 +13,7 @@ func enter() -> void:
func exit() -> void:
pass
func physics_update(_delta: float) -> void:
func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
return
if Input.is_action_just_pressed("plr_jump") and player.is_on_floor():
@ -25,13 +27,13 @@ func physics_update(_delta: float) -> void:
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
var modified_speed := speed * weapon_system.get_speed_modifier()
var modified_max_speed = max_speed * weapon_system.get_speed_modifier()
if direction:
player.velocity.x = direction.x * modified_speed
player.velocity.z = direction.z * modified_speed
player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta,-modified_max_speed*abs(direction.x),modified_max_speed*abs(direction.x))
player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta,-modified_max_speed*abs(direction.z),modified_max_speed*abs(direction.z))
else:
player.velocity.x = move_toward(player.velocity.x, 0, modified_speed)
player.velocity.z = move_toward(player.velocity.z, 0, modified_speed)
player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
func state_input(event: InputEvent) -> void:
if event.is_action_pressed("plr_crouch"):