virtualx-engine/demos/2d/kinematic_char/player.gd
2015-05-04 10:17:24 -03:00

139 lines
3.4 KiB
GDScript

extends KinematicBody2D
#This is a simple collision demo showing how
#the kinematic cotroller works.
#move() will allow to move the node, and will
#always move it to a non-colliding spot,
#as long as it starts from a non-colliding spot too.
#pixels / second
const GRAVITY = 500.0
#Angle in degrees towards either side that the player can
#consider "floor".
const FLOOR_ANGLE_TOLERANCE = 40
const WALK_FORCE = 600
const WALK_MIN_SPEED=10
const WALK_MAX_SPEED = 200
const STOP_FORCE = 1300
const JUMP_SPEED = 200
const JUMP_MAX_AIRBORNE_TIME=0.2
const SLIDE_STOP_VELOCITY=1.0 #one pixel per second
const SLIDE_STOP_MIN_TRAVEL=1.0 #one pixel
var velocity = Vector2()
var on_air_time=100
var jumping=false
var prev_jump_pressed=false
func _fixed_process(delta):
#create forces
var force = Vector2(0,GRAVITY)
var stop = velocity.x!=0.0
var walk_left = Input.is_action_pressed("move_left")
var walk_right = Input.is_action_pressed("move_right")
var jump = Input.is_action_pressed("jump")
var stop=true
if (walk_left):
if (velocity.x<=WALK_MIN_SPEED and velocity.x > -WALK_MAX_SPEED):
force.x-=WALK_FORCE
stop=false
elif (walk_right):
if (velocity.x>=-WALK_MIN_SPEED and velocity.x < WALK_MAX_SPEED):
force.x+=WALK_FORCE
stop=false
if (stop):
var vsign = sign(velocity.x)
var vlen = abs(velocity.x)
vlen -= STOP_FORCE * delta
if (vlen<0):
vlen=0
velocity.x=vlen*vsign
#integrate forces to velocity
velocity += force * delta
#integrate velocity into motion and move
var motion = velocity * delta
#move and consume motion
motion = move(motion)
var floor_velocity=Vector2()
if (is_colliding()):
# you can check which tile was collision against with this
# print(get_collider_metadata())
#ran against something, is it the floor? get normal
var n = get_collision_normal()
if ( rad2deg(acos(n.dot( Vector2(0,-1)))) < FLOOR_ANGLE_TOLERANCE ):
#if angle to the "up" vectors is < angle tolerance
#char is on floor
on_air_time=0
floor_velocity=get_collider_velocity()
if (on_air_time==0 and force.x==0 and get_travel().length() < SLIDE_STOP_MIN_TRAVEL and abs(velocity.x) < SLIDE_STOP_VELOCITY and get_collider_velocity()==Vector2()):
#Since this formula will always slide the character around,
#a special case must be considered to to stop it from moving
#if standing on an inclined floor. Conditions are:
# 1) Standing on floor (on_air_time==0)
# 2) Did not move more than one pixel (get_travel().length() < SLIDE_STOP_MIN_TRAVEL)
# 3) Not moving horizontally (abs(velocity.x) < SLIDE_STOP_VELOCITY)
# 4) Collider is not moving
revert_motion()
velocity.y=0.0
else:
#For every other case of motion,our motion was interrupted.
#Try to complete the motion by "sliding"
#by the normal
motion = n.slide(motion)
velocity = n.slide(velocity)
#then move again
move(motion)
if (floor_velocity!=Vector2()):
#if floor moves, move with floor
move(floor_velocity*delta)
if (jumping and velocity.y>0):
#if falling, no longer jumping
jumping=false
if (on_air_time<JUMP_MAX_AIRBORNE_TIME and jump and not prev_jump_pressed and not jumping):
# Jump must also be allowed to happen if the
# character left the floor a little bit ago.
# Makes controls more snappy.
velocity.y=-JUMP_SPEED
jumping=true
on_air_time+=delta
prev_jump_pressed=jump
func _ready():
#Initalization here
set_fixed_process(true)
pass