Stone Texture, Wallslide/Jump, Level One Draft

This commit is contained in:
Jakob Feldmann 2021-05-09 19:44:05 +02:00
parent ce04af9332
commit 61cd57c253
13 changed files with 282 additions and 190 deletions

View File

@ -52,9 +52,11 @@ settings/fps/force_fps=144
[display]
window/size/width=848
window/size/height=480
window/size/width=1920
window/size/height=1080
window/stretch/mode="2d"
window/stretch/aspect="keep"
window/stretch/shrink=4.5
[input]
@ -102,10 +104,11 @@ boost_move={
quality/intended_usage/framebuffer_allocation=0
quality/intended_usage/framebuffer_allocation.mobile=0
quality/2d/use_pixel_snap=true
2d/snapping/use_gpu_pixel_snap=true
quality/filters/use_nearest_mipmap_filter=true
quality/filters/msaa=1
environment/default_environment="res://default_env.tres"
quality/2d/use_pixel_snap=true
environment/2d/use_nvidia_rect_flicker_workaround=true
environment/stretch/aspect="ignore"
environment/intended_usage/framebuffer_allocation.mobile=0

View File

@ -1,5 +1,10 @@
extends Player
export var init_boost := false
onready var wall_touch_direction = 0
onready var left_wall_raycasts = $WallRaycasts/LeftWallRaycast
onready var right_wall_raycasts = $WallRaycasts/RightWallRaycast
func _on_EnemyDetector_area_entered(area: Area2D) -> void:
_velocity = calculate_stomp_velocity(_velocity, stomp_feedback)
@ -21,6 +26,10 @@ func handle_fall_movement(delta: float, direction: Vector2) -> Vector2:
return calculate_fall_velocity(_velocity, delta, direction)
func handle_wallslide_movement(delta: float, direction: Vector2) -> Vector2:
return calculate_wallslide_velocity(_velocity, delta, direction)
func calculate_grounded_velocity(
linear_velocity: Vector2, delta: float, direction: Vector2, state: String
) -> Vector2:
@ -78,8 +87,12 @@ func calculate_grounded_velocity(
out_vel.x = max_velocity[state] * direction.x
# TODO Is this the right place to determine this?
# Jumping when grounded
if is_on_floor() && Input.is_action_pressed("jump"):
var additive_jump_force = 0.2383 * abs(_velocity.x) * mass
if is_on_floor() && Input.is_action_just_pressed("jump"):
var additive_jump_force = (
velocity_jump_boost_ratio
* abs(_velocity.x)
* mass
)
out_vel.y = (
((acceleration_force[state].y + additive_jump_force) / mass)
* -1
@ -96,6 +109,30 @@ func is_reversing_horizontal_movement(direction: Vector2) -> bool:
)
# Returns if the character is touching a wall with its whole body
# Being able to touch a vertical surface over this length also makes it a qualified "wall"
# Also sets wall_touch_direction
# TODO Ugly side effect
func is_touching_wall_completely() -> bool:
for left_raycast in left_wall_raycasts.get_children():
wall_touch_direction = -1
if ! left_raycast.is_colliding():
for right_raycast in right_wall_raycasts.get_children():
wall_touch_direction = 1
if ! right_raycast.is_colliding():
wall_touch_direction = 0
return false
return true
func is_correct_walljump_input(direction: Vector2) -> bool:
return (
Input.is_action_just_pressed("jump")
&& abs(direction.x + wall_touch_direction) < 1
&& abs(direction.x + wall_touch_direction) >= 0
)
func convert_velocity_to_force(velocity, mass, delta) -> float:
return (velocity * mass) / delta
@ -104,8 +141,9 @@ func convert_force_to_velocity(force, mass, delta) -> float:
return (force / mass) * delta
# TODO Save this static number somewhere else
func get_ground_friction() -> float:
return 25.0
return 22.0
# TODO Comments for parameters
@ -116,6 +154,11 @@ func calculate_deceleration_force(gravity: float, mass: float, delta: float) ->
func calculate_jump_velocity(
linear_velocity: Vector2, delta: float, direction: Vector2
) -> Vector2:
if is_touching_wall_completely() && is_correct_walljump_input(direction):
# The faster you are moving up the farther the walljump goes
linear_velocity.y = (acceleration_force["walljump"].y / mass) * -1
linear_velocity.x += max_velocity["walljump"] * direction.x
else:
linear_velocity.y += gravity * delta
if _velocity.x == 0:
linear_velocity.x += inair_velocity * direction.x
@ -135,6 +178,24 @@ func calculate_fall_velocity(
return linear_velocity
func calculate_wallslide_velocity(
linear_velocity: Vector2, delta: float, direction: Vector2
) -> Vector2:
# Walljump mechanics
if is_correct_walljump_input(direction):
var multiplicator = max(min(1, 1000 / _velocity.y), 0.5)
linear_velocity.y += (
(acceleration_force["walljump"].y / mass)
* -1
* multiplicator
)
linear_velocity.x += max_velocity["walljump"] * direction.x
else:
linear_velocity.y += gravity * delta * 0.4
# linear_velocity.x += inair_velocity * direction.x
return linear_velocity
func calculate_stomp_velocity(linear_velocity: Vector2, impulse: float) -> Vector2:
var out := linear_velocity
out.y = -impulse

View File

@ -7,17 +7,16 @@
[ext_resource path="res://src/Actor/Blobby.gd" type="Script" id=5]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 9.78696, 20.3816 )
extents = Vector2( 10.6846, 20.1701 )
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 11.4387, 20.1638 )
extents = Vector2( 11.2458, 19.4685 )
[node name="Blobby" type="KinematicBody2D"]
collision_mask = 8
script = ExtResource( 5 )
[node name="Player" type="Sprite" parent="."]
scale = Vector2( 0.64, 0.64 )
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
@ -30,7 +29,6 @@ script = ExtResource( 3 )
script = ExtResource( 4 )
[node name="Camera2D" type="Camera2D" parent="."]
visible = false
position = Vector2( 0, -181 )
current = true
limit_left = 0
@ -54,15 +52,46 @@ shape = SubResource( 2 )
script = ExtResource( 2 )
[node name="StateLable" type="Label" parent="."]
margin_left = -30.7351
margin_top = -30.3377
margin_right = 31.2649
margin_bottom = -14.3377
margin_left = -25.3386
margin_top = -34.2836
margin_right = 25.6614
margin_bottom = -20.2836
custom_colors/font_color = Color( 0, 0, 0, 1 )
text = "Coochie"
align = 1
valign = 1
__meta__ = {
"_edit_use_anchors_": false
}
[node name="WallRaycasts" type="Node2D" parent="."]
[node name="LeftWallRaycast" type="Node2D" parent="WallRaycasts"]
[node name="Left_Wallcast1" type="RayCast2D" parent="WallRaycasts/LeftWallRaycast"]
position = Vector2( -10.706, -8.03844 )
enabled = true
cast_to = Vector2( -1, 0 )
collision_mask = 9
[node name="Left_Wallcast2" type="RayCast2D" parent="WallRaycasts/LeftWallRaycast"]
position = Vector2( -10.706, 14.8466 )
enabled = true
cast_to = Vector2( -1, 0 )
collision_mask = 9
[node name="RightWallRaycast" type="Node2D" parent="WallRaycasts"]
[node name="Right_Wallcast1" type="RayCast2D" parent="WallRaycasts/RightWallRaycast"]
position = Vector2( 10.6962, -8.03844 )
enabled = true
cast_to = Vector2( 1, 0 )
collision_mask = 9
[node name="Right_Wallcast2" type="RayCast2D" parent="WallRaycasts/RightWallRaycast"]
position = Vector2( 10.6962, 14.8466 )
enabled = true
cast_to = Vector2( 1, 0 )
collision_mask = 9
[connection signal="area_entered" from="EnemyDetector" to="." method="_on_EnemyDetector_area_entered"]
[connection signal="body_entered" from="EnemyDetector" to="." method="_on_EnemyDetector_body_entered"]

View File

@ -4,16 +4,21 @@ class_name Player
const FLOOR_NORMAL := Vector2.UP
export var stomp_feedback := 1000.0
export var init_boost := false
export var inair_velocity := 18.3
export var max_velocity := {"walk": 183, "run": 305, "fall": 832}
export var inair_velocity := 21
export var wallslide_threshold := 1000
export var max_velocity := {
"walk": 130, "run": 180, "fall": 987, "walljump": 150
}
export var velocity_jump_boost_ratio := 0.4383
# This is added to the acceleration force initially
export var init_acceleration_force := {"walk": 3904, "run": 6506.67}
export var init_acceleration_force := {"walk": 4181, "run": 6765}
# newtonmeters is the unit
export var acceleration_force := {
"walk": Vector2(2928, 4575), "run": Vector2(2928, 4575)
"walk": Vector2(2584, 2000),
"run": Vector2(2584, 2000),
"walljump": Vector2(2548, 2000)
}
export var gravity := 3904.0
export var gravity := 1667.0
# Kilograms
export var mass := 6

View File

@ -8,6 +8,7 @@ func _ready():
add_state("walk")
add_state("jump")
add_state("fall")
add_state("wallslide")
print_debug(states)
set_state(states.idle)
@ -36,6 +37,8 @@ func _state_logic(delta):
handle_input_ref = funcref(self, 'handle_jump_input')
"fall":
handle_input_ref = funcref(self, 'handle_fall_input')
"wallslide":
handle_input_ref = funcref(self, 'handle_wallslide_input')
_:
print("don't panik")
@ -66,6 +69,10 @@ func handle_fall_input(delta, direction := get_horizontal_direction()) -> Vector
return parent.handle_fall_movement(delta, direction)
func handle_wallslide_input(delta, direction := get_horizontal_direction()) -> Vector2:
return parent.handle_wallslide_movement(delta, direction)
func get_horizontal_direction() -> Vector2:
return Vector2(
(
@ -84,7 +91,6 @@ func _get_transition(delta):
+ String(round(parent._velocity.x))
)
var new_state
# TODO Can get stuck in Fall on ledges
if ! parent.is_on_floor():
if parent._velocity.y < 0:
new_state = states.jump
@ -92,11 +98,18 @@ func _get_transition(delta):
# if self.state == states.run:
# parent._velocity.y = 0
new_state = states.fall
if (
parent.is_touching_wall_completely()
&& parent._velocity.y <= parent.wallslide_threshold
):
new_state = states.wallslide
elif parent._velocity.x != 0:
if Input.is_action_pressed("boost_move"):
new_state = states.run
else:
new_state = states.walk
else:
# TODO How does this apply to enviornment induced movement?
new_state = states.idle

File diff suppressed because one or more lines are too long

View File

@ -58,7 +58,6 @@ tile_data = PoolIntArray( 0, 0, 0, 65536, 0, 0, 131072, 0, 0, 196608, 0, 0, 2621
[node name="Blobby" parent="." instance=ExtResource( 1 )]
position = Vector2( 131, 560 )
speed = Vector2( 800, 1000 )
gravity = 4000.0
[node name="Camera2D" parent="Blobby" index="2"]
@ -83,5 +82,4 @@ position = Vector2( 0, 3 )
position = Vector2( 749, 274 )
[editable path="Blobby"]
[editable path="Coin"]

View File

@ -40,9 +40,6 @@ tile_data = PoolIntArray( -1048576, 0, 0, -1048564, 0, 0, -983040, 0, 0, -983028
[node name="Blobby" parent="." instance=ExtResource( 1 )]
position = Vector2( 131, 560 )
[node name="player" parent="Blobby" index="0"]
position = Vector2( 0, -32 )
[node name="CollisionShape2D" parent="Blobby" index="1"]
position = Vector2( 0.224487, -32.0436 )

View File

@ -1,82 +0,0 @@
[gd_scene load_steps=9 format=2]
[ext_resource path="res://src/Actor/Blobby.tscn" type="PackedScene" id=1]
[ext_resource path="res://start-assets/tileset.tres" type="TileSet" id=2]
[ext_resource path="res://src/Actor/Enemy.tscn" type="PackedScene" id=3]
[ext_resource path="res://start-assets/background.png" type="Texture" id=4]
[ext_resource path="res://src/Objects/Coin.tscn" type="PackedScene" id=5]
[ext_resource path="res://src/UserInterface/UserInterface.tscn" type="PackedScene" id=6]
[ext_resource path="res://src/UserInterface/EndsScreen.tscn" type="PackedScene" id=7]
[ext_resource path="res://src/Objects/Portal.tscn" type="PackedScene" id=8]
[node name="Level03" type="Node2D"]
[node name="UserInterface" type="CanvasLayer" parent="."]
[node name="UserInterface" parent="UserInterface" instance=ExtResource( 6 )]
[node name="BackgroundLayer" type="CanvasLayer" parent="."]
layer = -1
[node name="background" type="TextureRect" parent="BackgroundLayer"]
anchor_right = 1.016
anchor_bottom = 1.0
margin_right = -0.384033
texture = ExtResource( 4 )
expand = true
stretch_mode = 1
__meta__ = {
"_edit_use_anchors_": false
}
[node name="TileMap" type="TileMap" parent="."]
tile_set = ExtResource( 2 )
cell_size = Vector2( 80, 80 )
collision_layer = 8
collision_mask = 0
format = 1
tile_data = PoolIntArray( -1048576, 0, 0, -1048564, 0, 0, -983040, 0, 0, -983028, 0, 0, -917504, 0, 0, -917492, 0, 0, -851968, 0, 0, -851956, 0, 0, -786432, 0, 0, -786420, 0, 0, -720896, 0, 0, -720884, 0, 0, -655360, 0, 0, -655348, 0, 0, -589824, 0, 0, -589812, 0, 0, -524288, 0, 0, -524276, 0, 0, -458752, 0, 0, -458740, 0, 0, -393216, 0, 0, -393215, 0, 0, -393214, 0, 0, -393213, 0, 0, -393204, 0, 0, -327680, 0, 0, -327668, 0, 0, -262144, 0, 0, -262132, 0, 0, -196608, 0, 0, -196607, 0, 0, -196606, 0, 0, -196605, 0, 0, -196596, 0, 0, -131072, 0, 0, -131060, 0, 0, -65536, 0, 0, -65524, 0, 0, 0, 0, 0, 3, 0, 0, 4, 0, 0, 5, 0, 0, 12, 0, 0, 65536, 0, 0, 65544, 0, 0, 65548, 0, 0, 131072, 0, 0, 131084, 0, 0, 196608, 0, 0, 196620, 0, 0, 262144, 0, 0, 262149, 0, 0, 262154, 0, 0, 262155, 0, 0, 262156, 0, 0, 327680, 0, 0, 327681, 0, 0, 327692, 0, 0, 393216, 0, 0, 393228, 0, 0, 458752, 0, 0, 458753, 0, 0, 458754, 0, 0, 458755, 0, 0, 458756, 0, 0, 458757, 0, 0, 458758, 0, 0, 458759, 0, 0, 458760, 0, 0, 458761, 0, 0, 458762, 0, 0, 458763, 0, 0, 458764, 0, 0, 524288, 0, 0, 524289, 0, 0, 524290, 0, 0, 524291, 0, 0, 524292, 0, 0, 524293, 0, 0, 524294, 0, 0, 524295, 0, 0, 524296, 0, 0, 524297, 0, 0, 524298, 0, 0, 524299, 0, 0, 524300, 0, 0, 589824, 0, 0, 589825, 0, 0, 589826, 0, 0, 589827, 0, 0, 589828, 0, 0, 589829, 0, 0, 589830, 0, 0, 589831, 0, 0, 589832, 0, 0, 589833, 0, 0, 589834, 0, 0, 589835, 0, 0, 589836, 0, 0 )
[node name="Blobby" parent="." instance=ExtResource( 1 )]
position = Vector2( 300, 560 )
[node name="CollisionShape2D" parent="Blobby" index="1"]
position = Vector2( 0.224487, -32.0436 )
[node name="Camera2D" parent="Blobby" index="2"]
position = Vector2( 390.714, -75 )
limit_top = -10000
limit_right = 1040
limit_bottom = 700
drag_margin_h_enabled = false
smoothing_enabled = false
editor_draw_limits = true
[node name="EnemyDetector" parent="Blobby" index="3"]
position = Vector2( 14.6832, -44.0497 )
[node name="CollisionShape2D" parent="Blobby/EnemyDetector" index="0"]
position = Vector2( -14.4587, 12.8269 )
[node name="Enemy" parent="." instance=ExtResource( 3 )]
position = Vector2( 715.5, 560 )
[node name="Coin" parent="." instance=ExtResource( 5 )]
position = Vector2( 592, 352 )
[node name="coin" parent="Coin" index="0"]
position = Vector2( 0, 3 )
[node name="CollisionShape2D" parent="Coin" index="1"]
position = Vector2( 0, 3 )
[node name="Coin2" parent="." instance=ExtResource( 5 )]
position = Vector2( 749, 274 )
[node name="Portal" parent="." instance=ExtResource( 8 )]
position = Vector2( 130.332, -461.479 )
next_scene = ExtResource( 7 )
[editable path="Blobby"]
[editable path="Coin"]

View File

@ -1,12 +1,14 @@
[gd_scene load_steps=10 format=2]
[gd_scene load_steps=13 format=2]
[ext_resource path="res://src/Actor/Blobby.tscn" type="PackedScene" id=1]
[ext_resource path="res://start-assets/tileset.png" type="Texture" id=2]
[ext_resource path="res://src/Actor/Enemy.tscn" type="PackedScene" id=3]
[ext_resource path="res://start-assets/background.png" type="Texture" id=4]
[ext_resource path="res://src/Objects/Coin.tscn" type="PackedScene" id=5]
[ext_resource path="res://src/Levels/Level03.tscn" type="PackedScene" id=6]
[ext_resource path="res://src/UserInterface/UserInterface.tscn" type="PackedScene" id=6]
[ext_resource path="res://src/Objects/Portal.tscn" type="PackedScene" id=7]
[ext_resource path="res://src/UserInterface/EndsScreen.tscn" type="PackedScene" id=8]
[ext_resource path="res://start-assets/tileset.tres" type="TileSet" id=9]
[sub_resource type="ConvexPolygonShape2D" id=1]
points = PoolVector2Array( 0, 0, 80, 0, 80, 80, 0, 80 )
@ -34,6 +36,21 @@ points = PoolVector2Array( 0, 0, 80, 0, 80, 80, 0, 80 )
} ]
0/z_index = 0
[sub_resource type="PackedScene" id=3]
_bundled = {
"conn_count": 0,
"conns": PoolIntArray( ),
"editable_instances": [ NodePath("Blobby"), NodePath("Coin") ],
"names": PoolStringArray( "Level03", "Node2D", "UserInterface", "CanvasLayer", "UserInterface", "BackgroundLayer", "CanvasLayer", "layer", "background", "TextureRect", "anchor_right", "anchor_bottom", "margin_right", "texture", "expand", "stretch_mode", "__meta__", "TileMap", "TileMap", "tile_set", "cell_size", "collision_layer", "collision_mask", "format", "tile_data", "Blobby", "position", "player", "position", "CollisionShape2D", "position", "Camera2D", "position", "limit_top", "limit_right", "limit_bottom", "drag_margin_h_enabled", "smoothing_enabled", "editor_draw_limits", "EnemyDetector", "position", "CollisionShape2D", "position", "Enemy", "position", "Coin", "position", "coin", "position", "CollisionShape2D", "position", "Coin2", "position", "Portal", "position", "next_scene" ),
"node_count": 18,
"node_paths": [ NodePath("."), NodePath("./UserInterface"), NodePath("."), NodePath("./BackgroundLayer"), NodePath("."), NodePath("."), NodePath("./Blobby"), NodePath("./Blobby"), NodePath("./Blobby"), NodePath("./Blobby"), NodePath("./Blobby/EnemyDetector"), NodePath("."), NodePath("."), NodePath("./Coin"), NodePath("./Coin"), NodePath("."), NodePath(".") ],
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"version": 2
}
[node name="LevelTemplate" type="Node2D"]
__meta__ = {
"_edit_horizontal_guides_": [ 464.0 ],
@ -90,7 +107,7 @@ position = Vector2( 445, 199 )
[node name="Portal" parent="." instance=ExtResource( 7 )]
position = Vector2( 131, 339 )
next_scene = ExtResource( 6 )
next_scene = SubResource( 3 )
[editable path="Blobby"]

View File

@ -9,12 +9,22 @@
[node name="MainScreen" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
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