crouching, walking and jumping

This commit is contained in:
Rendo 2025-12-03 21:50:14 +05:00
commit f312e0a4a6
9 changed files with 71 additions and 60 deletions

View file

@ -8,22 +8,22 @@ extends State
@export var stand_up_area: Area3D
@export var player: Player
@export var player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var animation_player: AnimationPlayer
@export var crouch_time: float = 0.1
@export var weapon_system: WeaponSystem
func enter() -> void:
animation_player.play("crouch",-1,1/crouch_time)
player_input.crouch_end.connect(try_end_crouch)
func exit() -> void:
animation_player.play("crouch",-1,-1/crouch_time,true)
player_input.crouch_end.disconnect(try_end_crouch)
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")
@ -31,7 +31,6 @@ func physics_update(delta: float) -> void:
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void:
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")
func try_end_crouch() -> void:
if player.is_on_floor() and stand_up_area.has_overlapping_bodies() == false:
transition.emit("Stand")

View file

@ -3,9 +3,9 @@ extends State
@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 player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var weapon_system: WeaponSystem
@export var audio: MultiplayerAudio3D
@export var step_delay: float
@ -14,18 +14,19 @@ extends State
var step_time: float
func enter() -> void:
pass
player_input.jumped.connect(on_jumped)
player_input.crouch_begin.connect(begin_crouch)
player_input.walk_begin.connect(begin_walk)
func exit() -> void:
player_input.jumped.disconnect(on_jumped)
player_input.crouch_begin.disconnect(begin_crouch)
player_input.walk_begin.disconnect(begin_walk)
step_time = 0
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 * sign(weapon_system.get_speed_modifier())
transition.emit("Fall")
return
if not player.is_on_floor():
transition.emit("Fall")
@ -38,9 +39,13 @@ func physics_update(delta: float) -> void:
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void:
if event.is_action_pressed("plr_crouch"):
transition.emit("Crouch")
if event.is_action_pressed("plr_walk"):
transition.emit("Walk")
func on_jumped() -> void:
if player.is_on_floor():
player_movement.jump()
transition.emit("Fall")
func begin_walk() -> void:
transition.emit("Walk")
func begin_crouch() -> void:
transition.emit("Crouch")

View file

@ -6,21 +6,22 @@ extends State
@export var JUMP_VELOCITY: float = 4.5
@export var player: Player
@export var player_movement: PlayerMovement
@export var player_input: PlayerInput
@export var weapon_system: WeaponSystem
func enter() -> void:
pass
player_input.crouch_begin.connect(begin_crouch)
player_input.walk_end.connect(end_walk)
player_input.jumped.connect(on_jumped)
func exit() -> void:
pass
player_input.crouch_begin.disconnect(begin_crouch)
player_input.walk_end.disconnect(end_walk)
player_input.jumped.disconnect(on_jumped)
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")
@ -28,9 +29,13 @@ func physics_update(delta: float) -> void:
player_movement.process_movement(max_speed * weapon_system.get_speed_modifier(),acceleration,deceleration,delta)
func state_input(event: InputEvent) -> void:
if event.is_action_released("plr_walk"):
transition.emit("Stand")
if event.is_action_pressed("plr_crouch"):
transition.emit("Crouch")
func on_jumped() -> void:
if player.is_on_floor():
player_movement.jump()
transition.emit("Fall")
func end_walk() -> void:
transition.emit("Stand")
func begin_crouch() -> void:
transition.emit("Crouch")