hold x midair for tricks
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File diff suppressed because one or more lines are too long
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@ -7,6 +7,7 @@ enum ActionType {
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JUMP,
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MOVE,
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RECOIL,
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SPIN,
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}
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enum UnitCondition {
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@ -20,6 +21,7 @@ enum UnitCurrentAction {
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IDLE,
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JUMPING,
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RECOILING,
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SPINNING,
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}
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enum UnitMovingStatus {
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@ -68,6 +70,7 @@ const UNIT_TYPE_ACTIONS = {
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ActionType.JUMP,
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ActionType.MOVE,
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ActionType.RECOIL,
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ActionType.SPIN,
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],
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UnitType.NPC: [
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ActionType.MOVE,
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@ -79,6 +82,7 @@ const UNIT_TYPE_CURRENT_ACTIONS = {
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UnitCurrentAction.IDLE,
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UnitCurrentAction.JUMPING,
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UnitCurrentAction.RECOILING,
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UnitCurrentAction.SPINNING,
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],
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UnitType.NPC: [
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UnitCurrentAction.IDLE,
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@ -162,3 +162,5 @@ func handle_player_input():
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and player.unit_conditions[Constants.UnitCondition.IS_ON_GROUND]
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and input_table[Constants.PlayerInput.GBA_A][I_T_JUST_PRESSED])):
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player.set_action(Constants.ActionType.JUMP)
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player.custom_inputs()
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@ -260,8 +260,10 @@ func check_collision(unit : Unit, collider, collision_into_directions, delta):
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unit.set_unit_condition(Constants.UnitCondition.IS_ON_GROUND, true)
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# landed on ground, horizontal component to become magnitude
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unit.v_speed = 0
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unit.landed()
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reangle_move(unit, collider, false)
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# slope acceleration for DownhillAutoscroller:
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# set the player's last_contacted_map_elem_type field
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if unit is DownhillAutoscrollerPlayer:
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@ -280,3 +280,7 @@ func start_flash():
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func invincibility_ended():
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# implemented in subclass
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pass
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func landed():
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# implemented in subclass
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pass
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@ -5,9 +5,42 @@ class_name DownhillAutoscrollerPlayer
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export var min_speed : float = 3
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export var max_speed : float = 16
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export var player_initiated_acceleration : float = 8
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export var boost_per_second : float = 10
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var last_contacted_map_elem_type : int = Constants.MapElemType.SQUARE
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var boost : float = 0 # to movement speed
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func execute_actions(delta):
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.execute_actions(delta)
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for action_num in Constants.UNIT_TYPE_ACTIONS[Constants.UnitType.PLAYER]:
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if !actions[action_num]:
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continue
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match action_num:
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# handle custom actions
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Constants.ActionType.SPIN:
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spin(delta)
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_:
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pass
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func spin(delta):
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set_current_action(Constants.UnitCurrentAction.SPINNING)
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boost += boost_per_second * delta
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func reset_current_action():
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.reset_current_action()
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if get_current_action() == Constants.UnitCurrentAction.SPINNING:
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if not actions[Constants.ActionType.SPIN]:
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set_current_action(Constants.UnitCurrentAction.IDLE)
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func custom_inputs():
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if scene.input_table[Constants.PlayerInput.GBA_B][scene.I_T_JUST_PRESSED]:
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if not get_condition(Constants.UnitCondition.IS_ON_GROUND, true):
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set_action(Constants.ActionType.SPIN)
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if (get_current_action() == Constants.UnitCurrentAction.SPINNING
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and scene.input_table[Constants.PlayerInput.GBA_B][scene.I_T_PRESSED]):
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set_action(Constants.ActionType.SPIN)
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func process_unit(delta, time_elapsed : float):
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# always be movin'
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facing = Constants.Direction.RIGHT
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@ -27,6 +60,8 @@ func process_unit(delta, time_elapsed : float):
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if (target_move_speed < Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type]
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and scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]):
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target_move_speed = move_toward(target_move_speed, Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type], player_initiated_acceleration * delta)
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if target_move_speed > max_speed:
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target_move_speed = move_toward(target_move_speed, max_speed, player_initiated_acceleration * delta)
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else:
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# shallow slope: arctan(.5) = 27 degrees, sin(27) = 0.45
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# steep slope: sin(45) = 0.71
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@ -50,9 +85,9 @@ func process_unit(delta, time_elapsed : float):
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if ground_influenced_acceleration == 0:
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# flat ground
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if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
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end_speed = max(target_move_speed, Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type])
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end_speed = max(min(target_move_speed, max_speed), Constants.UNIT_TYPE_MOVE_SPEEDS[unit_type])
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else:
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end_speed = target_move_speed
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end_speed = min(target_move_speed, max_speed)
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else:
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# incline
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if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
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@ -62,13 +97,18 @@ func process_unit(delta, time_elapsed : float):
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if target_move_speed < end_speed:
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target_move_speed = move_toward(target_move_speed, end_speed, player_initiated_acceleration * delta)
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else:
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if ground_influenced_acceleration > 0:
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target_move_speed = move_toward(target_move_speed, end_speed, ground_influenced_acceleration * delta)
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else:
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target_move_speed = move_toward(target_move_speed, end_speed, player_initiated_acceleration * delta)
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else:
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var acceleration = ground_influenced_acceleration
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if scene.input_table[Constants.PlayerInput.RIGHT][scene.I_T_PRESSED]:
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acceleration = max(acceleration, player_initiated_acceleration)
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if target_move_speed < max_speed:
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target_move_speed = move_toward(target_move_speed, max_speed, acceleration * delta)
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else:
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target_move_speed = move_toward(target_move_speed, max_speed, player_initiated_acceleration * delta)
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.process_unit(delta, time_elapsed)
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@ -92,3 +132,11 @@ func handle_recoil():
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hit_queued = false
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# skip recoil pushback logic, since target_move_speed is already
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# set to min_speed
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func landed():
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if get_current_action() == Constants.UnitCurrentAction.SPINNING:
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hit(Constants.Direction.RIGHT)
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boost = 0
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return
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target_move_speed += boost
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boost = 0
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@ -90,3 +90,7 @@ func handle_recoil():
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else:
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h_speed -= RECOIL_PUSHBACK
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facing = hit_dir
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func custom_inputs():
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# implemented in subclass
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pass
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