Player movement rework

This commit is contained in:
Rendo 2025-11-26 21:04:38 +05:00
commit 7bbeebdd2e
11 changed files with 190 additions and 73 deletions

View file

@ -16,82 +16,17 @@ const MAX_HP = 100
get:
return hp
@export var animation_player: AnimationPlayer
@export var stand_up_area: Area3D
@export var CROUCH_TIME: float = 1.0
@export var SPEED: float = 5.0
@export var JUMP_VELOCITY: float = 4.5
# Replace with settings
@export var TOGGLE_CROUCH: bool = true
@export var WALK_MODIFIER: float = 0.5
@export var crouched: bool = false:
set(value):
if value != crouched and stand_up_area.has_overlapping_bodies() == false:
crouched = value
update_crouch()
SPEED = (SPEED*WALK_MODIFIER) if crouched else (SPEED/WALK_MODIFIER)
potential_crouched = value
get:
return crouched
@onready var TEMP_start_pos = global_position
var potential_crouched: bool = crouched
func _enter_tree() -> void:
set_multiplayer_authority(str(name).to_int())
func _process(_delta: float) -> void:
func _physics_process(_delta: float) -> void:
if not is_multiplayer_authority():
return
if potential_crouched != crouched:
crouched = potential_crouched
func _physics_process(delta: float) -> void:
if not is_multiplayer_authority():
return
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Handle jump.
if Input.is_action_just_pressed("plr_jump") and is_on_floor():
velocity.y = JUMP_VELOCITY
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * SPEED
velocity.z = direction.z * SPEED
else:
velocity.x = move_toward(velocity.x, 0, SPEED)
velocity.z = move_toward(velocity.z, 0, SPEED)
move_and_slide()
func update_crouch():
if crouched:
animation_player.play("Crouch",-1,1/CROUCH_TIME)
else:
animation_player.play("Crouch",-1,-1/CROUCH_TIME,true)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if event.is_action_pressed("plr_crouch"):
if TOGGLE_CROUCH:
crouched = not crouched
else:
crouched = true
elif event.is_action_released("plr_crouch") and TOGGLE_CROUCH == false:
crouched = false
func die() -> void:
global_position = TEMP_start_pos
hp = MAX_HP

View file

@ -0,0 +1,41 @@
extends State
@export var SPEED: float = 2.5
@export var toggle: bool = false
@export var stand_up_area: Area3D
@export var player: Player
@export var animation_player: AnimationPlayer
@export var crouch_time: float = 0.1
func enter() -> void:
animation_player.play("Crouch",-1,1/crouch_time)
func exit() -> void:
animation_player.play("Crouch",-1,-1/crouch_time,true)
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() and toggle:
transition.emit("Stand")
return
if not player.is_on_floor():
transition.emit("Fall")
return
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()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if (toggle == true and event.is_action_pressed("plr_crouch")) or (toggle == false and event.is_action_released("plr_crouch")):
if stand_up_area.has_overlapping_bodies() == false:
transition.emit("Stand")

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@ -0,0 +1 @@
uid://bv8sgx78s8hwn

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@ -0,0 +1,28 @@
extends State
@export var player: Player
@export var SPEED: float
func enter() -> void:
pass
func exit() -> void:
pass
func physics_update(delta: float) -> void:
if not is_multiplayer_authority():
return
if player.is_on_floor():
transition.emit("Stand")
player.velocity += player.get_gravity() * delta
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()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)

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@ -0,0 +1 @@
uid://cq4i0afwesdm3

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@ -0,0 +1,42 @@
extends State
@export var SPEED: float = 5.0
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
func enter() -> void:
pass
func exit() -> void:
pass
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():
player.velocity.y = JUMP_VELOCITY
transition.emit("Fall")
return
if not player.is_on_floor():
transition.emit("Fall")
return
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()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if event.is_action_pressed("plr_crouch"):
transition.emit("Crouch")
if event.is_action_pressed("plr_walk"):
transition.emit("Walk")

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@ -0,0 +1 @@
uid://u0e2b2mvij1k

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@ -0,0 +1,41 @@
extends State
@export var SPEED: float = 2.5
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
func enter() -> void:
pass
func exit() -> void:
pass
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():
player.velocity.y = JUMP_VELOCITY
transition.emit("Fall")
return
if not player.is_on_floor():
transition.emit("Fall")
return
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()
if direction:
player.velocity.x = direction.x * SPEED
player.velocity.z = direction.z * SPEED
else:
player.velocity.x = move_toward(player.velocity.x, 0, SPEED)
player.velocity.z = move_toward(player.velocity.z, 0, SPEED)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority():
return
if event.is_action_released("plr_walk"):
transition.emit("Stand")
if event.is_action_pressed("plr_crouch"):
transition.emit("Crouch")

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@ -0,0 +1 @@
uid://cwasvwhm5yg0o