Inertia based movement(broken jumps)

This commit is contained in:
Jakob Feldmann 2021-03-30 22:57:34 +02:00
parent edc8a4d16f
commit 742b79db52
6 changed files with 267 additions and 31 deletions

View File

@ -4,6 +4,10 @@ class_name Actor
const FLOOR_NORMAL := Vector2.UP const FLOOR_NORMAL := Vector2.UP
export var speed := Vector2(300, 1000) export var speed := Vector2(300, 1000)
export var gravity := 9800.0 # newtonmeters is the unit
export var acceleration_force := Vector2(5000, -2000)
export var gravity := 9810.0
# Kilograms
export var mass := 5
var _velocity := Vector2.ZERO var _velocity := Vector2.ZERO

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@ -12,22 +12,16 @@ func _on_EnemyDetector_body_entered(body: Node) -> void:
die() die()
func apply_movement(delta: float) -> void: func handle_grounded_movement(delta: float, direction: Vector2) -> Vector2:
var is_jump_interrupted := Input.is_action_just_released("jump") and _velocity.y < 0.0 return calculate_grounded_velocity(_velocity, delta, speed, direction)
var direction := get_direction()
_velocity = calculate_move_velocity(_velocity, speed, direction, is_jump_interrupted)
_velocity = move_and_slide(_velocity, FLOOR_NORMAL)
func get_direction() -> Vector2: func handle_jump_movement(delta: float, direction: Vector2) -> Vector2:
return Vector2( return calculate_jump_velocity(_velocity, delta, speed, direction)
Input.get_action_strength("move_right") - Input.get_action_strength("move_left"),
-1.0 if Input.is_action_just_pressed("jump") and is_on_floor() else 1.0
)
func handle_move_input(): func handle_fall_movement(delta: float, direction: Vector2) -> Vector2:
return null return calculate_fall_velocity(_velocity, delta, speed, direction)
func apply_gravity(delta, velocity: Vector2): func apply_gravity(delta, velocity: Vector2):
@ -35,17 +29,51 @@ func apply_gravity(delta, velocity: Vector2):
return velocity return velocity
func calculate_move_velocity( func calculate_grounded_velocity(
linear_velocity: Vector2, speed: Vector2, direction: Vector2, is_jump_interrupted: bool linear_velocity: Vector2, delta: float, speed: Vector2, direction: Vector2
) -> Vector2: ) -> Vector2:
var out := linear_velocity var out_vel := linear_velocity
out.x = speed.x * direction.x # TODO Comments
out = apply_gravity(get_physics_process_delta_time(), out) if direction.x == 0.0:
if direction.y == -1: var deceleration_force = get_ground_friction() * gravity * mass * delta
out.y = speed.y * direction.y var velocity_direction = 1.0
if is_jump_interrupted: if _velocity.x < 0:
out.y = 0 velocity_direction = -1.0
return out # Translates velocity back to force and subtracts deceleration force
var result_force = (
(abs(_velocity.x) * mass) / delta
- deceleration_force
)
if result_force <= 0:
out_vel.x = 0
else:
out_vel.x = result_force / mass * delta * velocity_direction
else:
out_vel.x += (delta * ((acceleration_force.x / mass) * direction.x))
# TODO Is this the right place to determine this?
if is_on_floor():
var additive_jump_force = -0.1 * abs(_velocity.x) * mass
# The one signals, that I calculated the velocity resulting from 1 second of force applied
out_vel.y = 1 * ((acceleration_force.y + additive_jump_force) / mass)
return out_vel
func get_ground_friction() -> float:
return 10.0
func calculate_jump_velocity(
linear_velocity: Vector2, delta: float, speed: Vector2, direction: Vector2
) -> Vector2:
linear_velocity.y = gravity * delta
return linear_velocity
func calculate_fall_velocity(
linear_velocity: Vector2, delta: float, speed: Vector2, direction: Vector2
) -> Vector2:
linear_velocity.y = gravity * delta
return linear_velocity
func calculate_stomp_velocity(linear_velocity: Vector2, impulse: float) -> Vector2: func calculate_stomp_velocity(linear_velocity: Vector2, impulse: float) -> Vector2:
@ -54,6 +82,10 @@ func calculate_stomp_velocity(linear_velocity: Vector2, impulse: float) -> Vecto
return out return out
func execute_movement() -> void:
_velocity = move_and_slide(_velocity, FLOOR_NORMAL)
func die() -> void: func die() -> void:
queue_free() queue_free()
PlayerData.deaths += 1 PlayerData.deaths += 1

74
src/Actor/Blobby.tscn.tmp Normal file
View File

@ -0,0 +1,74 @@
[gd_scene load_steps=8 format=2]
[ext_resource path="res://start-assets/player.png" type="Texture" id=1]
[ext_resource path="res://src/Actor/PlayerStateMachine.gd" type="Script" id=2]
[ext_resource path="res://src/RayCasters/RayCaster.gd" type="Script" id=3]
[ext_resource path="res://src/RayCasters/RayCastDebugLines.gd" type="Script" id=4]
[ext_resource path="res://src/Actor/Blobby.gd" type="Script" id=5]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 30.8418, 32 )
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 30.9321, 24.5597 )
[node name="Blobby" type="KinematicBody2D"]
collision_mask = 8
script = ExtResource( 5 )
speed = null
gravity = null
stomp_impulse = null
[node name="Player" type="Sprite" parent="."]
position = Vector2( 0, -32 )
scale = Vector2( 0.64, 0.64 )
texture = ExtResource( 1 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 0, -32.2102 )
shape = SubResource( 1 )
[node name="RayCaster" type="Node2D" parent="CollisionShape2D"]
script = ExtResource( 3 )
[node name="RayCastDebugLines" type="Line2D" parent="CollisionShape2D/RayCaster"]
script = ExtResource( 4 )
[node name="Camera2D" type="Camera2D" parent="."]
visible = false
position = Vector2( 0, -181 )
current = true
limit_left = 0
limit_top = 0
limit_smoothed = true
drag_margin_h_enabled = true
drag_margin_v_enabled = true
smoothing_enabled = true
drag_margin_left = 0.0
drag_margin_right = 0.0
[node name="EnemyDetector" type="Area2D" parent="."]
monitorable = false
collision_mask = 2
[node name="CollisionShape2D" type="CollisionShape2D" parent="EnemyDetector"]
modulate = Color( 0.2, 0, 0.494118, 1 )
position = Vector2( 0, -32.2102 )
shape = SubResource( 2 )
[node name="StateMachine" type="Node" parent="."]
script = ExtResource( 2 )
[node name="StateLable" type="Label" parent="."]
margin_left = -31.0
margin_top = -80.0
margin_right = 31.0
margin_bottom = -64.0
text = "Coochie"
align = 1
valign = 1
__meta__ = {
"_edit_use_anchors_": false
}
[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

@ -22,20 +22,66 @@ func _state_logic(delta):
parent.collision_mask parent.collision_mask
) )
var handle_input_ref
match self.state: match self.state:
"idle": "idle":
parent.apply_movement(delta) handle_input_ref = funcref(self, 'handle_idle_input')
"run": "run":
parent.apply_movement(delta) handle_input_ref = funcref(self, 'handle_run_input')
"jump": "jump":
parent.apply_movement(delta) handle_input_ref = funcref(self, 'handle_jump_input')
"fall": "fall":
parent.apply_movement(delta) handle_input_ref = funcref(self, 'handle_fall_input')
_:
print("don't panik")
parent._velocity = handle_input_ref.call_func(delta)
parent.execute_movement()
func handle_idle_input(delta, direction := get_direction()) -> Vector2:
return parent.handle_grounded_movement(delta, direction)
func handle_run_input(delta, direction := get_direction()) -> Vector2:
return parent.handle_grounded_movement(delta, direction)
func handle_jump_input(delta, direction := get_direction()) -> Vector2:
return parent.handle_jump_movement(delta, direction)
func handle_fall_input(delta, direction := get_direction()) -> Vector2:
return parent.handle_fall_movement(delta, direction)
func get_direction() -> Vector2:
return Vector2(
(
Input.get_action_strength("move_right")
- Input.get_action_strength("move_left")
),
-1.0 if Input.is_action_pressed("jump") else 1.0
)
# Determines which state should be active at the moment # Determines which state should be active at the moment
func _get_transition(delta): func _get_transition(delta):
parent.get_node("StateLable").text = self.state parent.get_node("StateLable").text = self.state
var new_state
if ! parent.is_on_floor():
if parent._velocity.y < 0:
new_state = states.jump
if parent._velocity.y > 0:
new_state = states.fall
elif parent._velocity.x != 0:
new_state = states.run
else:
# TODO How does this apply to enviornment induced movement?
new_state = states.idle
if new_state != self.state:
return new_state
return null return null

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@ -0,0 +1,82 @@
[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"]

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@ -7,10 +7,8 @@
[ext_resource path="res://start-assets/ui_theme.tres" type="Theme" id=5] [ext_resource path="res://start-assets/ui_theme.tres" type="Theme" id=5]
[node name="MainScreen" type="Control"] [node name="MainScreen" type="Control"]
anchor_right = 1.25 anchor_right = 1.0
anchor_bottom = 1.2 anchor_bottom = 1.0
margin_right = -256.0
margin_bottom = -120.0
theme = ExtResource( 5 ) theme = ExtResource( 5 )
__meta__ = { __meta__ = {
"_edit_use_anchors_": false "_edit_use_anchors_": false