hold x midair for tricks

This commit is contained in:
D L 2023-01-27 17:56:15 -08:00
parent d92122f1b6
commit d02d369c13
7 changed files with 69 additions and 5 deletions

View file

@ -5,9 +5,42 @@ class_name DownhillAutoscrollerPlayer
export var min_speed : float = 3
export var max_speed : float = 16
export var player_initiated_acceleration : float = 8
export var boost_per_second : float = 10
var last_contacted_map_elem_type : int = Constants.MapElemType.SQUARE
var boost : float = 0 # to movement speed
func execute_actions(delta):
.execute_actions(delta)
for action_num in Constants.UNIT_TYPE_ACTIONS[Constants.UnitType.PLAYER]:
if !actions[action_num]:
continue
match action_num:
# handle custom actions
Constants.ActionType.SPIN:
spin(delta)
_:
pass
func spin(delta):
set_current_action(Constants.UnitCurrentAction.SPINNING)
boost += boost_per_second * delta
func reset_current_action():
.reset_current_action()
if get_current_action() == Constants.UnitCurrentAction.SPINNING:
if not actions[Constants.ActionType.SPIN]:
set_current_action(Constants.UnitCurrentAction.IDLE)
func custom_inputs():
if scene.input_table[Constants.PlayerInput.GBA_B][scene.I_T_JUST_PRESSED]:
if not get_condition(Constants.UnitCondition.IS_ON_GROUND, true):
set_action(Constants.ActionType.SPIN)
if (get_current_action() == Constants.UnitCurrentAction.SPINNING
and scene.input_table[Constants.PlayerInput.GBA_B][scene.I_T_PRESSED]):
set_action(Constants.ActionType.SPIN)
func process_unit(delta, time_elapsed : float):
# always be movin'
facing = Constants.Direction.RIGHT
@ -27,6 +60,8 @@ func process_unit(delta, time_elapsed : float):
if (target_move_speed < Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type]
and scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]):
target_move_speed = move_toward(target_move_speed, Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type], player_initiated_acceleration * delta)
if target_move_speed > max_speed:
target_move_speed = move_toward(target_move_speed, max_speed, player_initiated_acceleration * delta)
else:
# shallow slope: arctan(.5) = 27 degrees, sin(27) = 0.45
# steep slope: sin(45) = 0.71
@ -50,9 +85,9 @@ func process_unit(delta, time_elapsed : float):
if ground_influenced_acceleration == 0:
# flat ground
if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
end_speed = max(target_move_speed, Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type])
end_speed = max(min(target_move_speed, max_speed), Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type])
else:
end_speed = target_move_speed
end_speed = min(target_move_speed, max_speed)
else:
# incline
if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
@ -62,13 +97,18 @@ func process_unit(delta, time_elapsed : float):
if target_move_speed < end_speed:
target_move_speed = move_toward(target_move_speed, end_speed, player_initiated_acceleration * delta)
else:
target_move_speed = move_toward(target_move_speed, end_speed, ground_influenced_acceleration * delta)
if ground_influenced_acceleration > 0:
target_move_speed = move_toward(target_move_speed, end_speed, ground_influenced_acceleration * delta)
else:
target_move_speed = move_toward(target_move_speed, end_speed, player_initiated_acceleration * delta)
else:
var acceleration = ground_influenced_acceleration
if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
acceleration = max(acceleration, player_initiated_acceleration)
if target_move_speed < max_speed:
target_move_speed = move_toward(target_move_speed, max_speed, acceleration * delta)
else:
target_move_speed = move_toward(target_move_speed, max_speed, player_initiated_acceleration * delta)
.process_unit(delta, time_elapsed)
@ -92,3 +132,11 @@ func handle_recoil():
hit_queued = false
# skip recoil pushback logic, since target_move_speed is already
# set to min_speed
func landed():
if get_current_action() == Constants.UnitCurrentAction.SPINNING:
hit(Constants.Direction.RIGHT)
boost = 0
return
target_move_speed += boost
boost = 0

View file

@ -90,3 +90,7 @@ func handle_recoil():
else:
h_speed -= RECOIL_PUSHBACK
facing = hit_dir
func custom_inputs():
# implemented in subclass
pass