Chelimbalo/players/player/player_movement.gd
2025-12-12 01:55:10 +05:00

54 lines
1.9 KiB
GDScript

extends Node
class_name PlayerMovement
const XZ_PLANE = Vector3.RIGHT + Vector3.BACK
@export var player: Player
@export var player_input: PlayerInput
@export var jump_velocity: float
@export_range(0,100,1,"suffix:%") var max_speed_debuff: float
@export var debuff_time: float = 0.5
var disabled: bool
var speed_debuff: float
var debuff_tween: Tween
func disable() -> void:
disabled = true
player.velocity = Vector3.ZERO
func process_movement(max_speed: float,acceleration: float,deceleration: float,delta: float) -> void:
if is_multiplayer_authority() == false:
return
if Session.round_state == Session.ROUND_STATES.BUY or disabled or player.passived:
player.velocity.x = 0
player.velocity.z = 0
return
var input_dir := player_input.direction
var direction := (player.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
var computed_mult : float = (1.-speed_debuff/100.)
player.velocity.x = clamp(player.velocity.x + direction.x * acceleration * delta * computed_mult,-max_speed*abs(direction.x),max_speed*abs(direction.x))
player.velocity.z = clamp(player.velocity.z + direction.z * acceleration * delta * computed_mult,-max_speed*abs(direction.z),max_speed*abs(direction.z))
else:
player.velocity.x = move_toward(player.velocity.x, 0, deceleration*delta)
player.velocity.z = move_toward(player.velocity.z, 0, deceleration*delta)
func jump() -> void:
player.velocity.y = jump_velocity
func apply_speed_debuff():
if debuff_tween:
debuff_tween.kill()
speed_debuff = max_speed_debuff
var xz_velocity: Vector3 = player.velocity * XZ_PLANE
var new_velocity = xz_velocity * (1.-max_speed_debuff/100.)
player.velocity = Vector3(new_velocity.x,player.velocity.y,new_velocity.z)
debuff_tween = create_tween().set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_SINE)
debuff_tween.tween_property(self,"speed_debuff",0,debuff_time)