Add CrouchState

This commit is contained in:
TheThomaas 2026-09-27 11:05:24 +02:00
parent 042840309d
commit c4825f8080
8 changed files with 98 additions and 1 deletions

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@ -13,6 +13,7 @@ class_name InputManagementComponent
@export var run_action : StringName = "player_run"
@export var jump_action : StringName = "player_jump"
@export var dodge_action : StringName = "player_dodge"
@export var crouch_action : StringName = "player_crouch"
@export_subgroup("Camera variables")
@export var aim_cam_action : StringName = "player_aim_camera"
@export var cam_zoom_in_action : StringName = "player_zoom_camera_in"
@ -38,6 +39,7 @@ func attribute_keybinds() -> void:
play_char_ref.run_action = run_action
play_char_ref.jump_action = jump_action
play_char_ref.dodge_action = dodge_action
play_char_ref.crouch_action = crouch_action
play_char_ref.aim_cam_action = aim_cam_action
cam_holder_ref.aim_cam_action = aim_cam_action

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@ -10,6 +10,7 @@
[ext_resource type="Script" uid="uid://dn5idrvu68k83" path="res://game/player/StateMachine/AimState.gd" id="7_kxr4l"]
[ext_resource type="Script" uid="uid://dpcfffs3vt5co" path="res://game/player/StateMachine/RunState.gd" id="8_j4mf1"]
[ext_resource type="Script" uid="uid://bwojkp7yrwswt" path="res://game/player/StateMachine/DodgeState.gd" id="9_6abew"]
[ext_resource type="Script" uid="uid://d0577tj0c23bu" path="res://game/player/StateMachine/CrouchState.gd" id="10_mi63v"]
[sub_resource type="Curve" id="Curve_kxr4l"]
_limits = [0.0, 10.0, 0.0, 1.0]
@ -89,5 +90,8 @@ script = ExtResource("8_j4mf1")
[node name="DodgeState" type="Node" parent="StateMachine" unique_id=232179400]
script = ExtResource("9_6abew")
[node name="CrouchState" type="Node" parent="StateMachine" unique_id=381419367]
script = ExtResource("10_mi63v")
[node name="InputManagementComponent" type="Node" parent="." unique_id=1981951371]
script = ExtResource("2_r5dqo")

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@ -24,10 +24,13 @@ var play_char : CharacterBody3D
var auto_lock_blocked : bool = false #true apres un deverrouillage manuel, tant que la cible est encore au centre
var dodging_from_aim : bool = false #true quand on quitte Aim pour rouler, pour ne pas relacher la cible verrouillee
var came_from_crouch : bool = false #true si Aim a ete declenche depuis CrouchState, pour y retourner en sortant
func enter(play_char_ref : CharacterBody3D) -> void:
play_char = play_char_ref
auto_lock_blocked = false
#curr_state_name n'est pas encore mis a jour a ce stade : il reflete encore l'etat qu'on est en train de quitter
came_from_crouch = play_char.state_machine.curr_state_name == "Crouch"
verifications()
func verifications() -> void:
@ -62,7 +65,10 @@ func input_management() -> bool:
return true
if !Input.is_action_pressed(aim_action):
transitioned.emit(self, play_char.walk_or_run if play_char.move_dir else "IdleState")
if came_from_crouch:
transitioned.emit(self, "CrouchState")
else:
transitioned.emit(self, play_char.walk_or_run if play_char.move_dir else "IdleState")
return true
if Input.is_action_just_pressed(unlock_action):

View file

@ -0,0 +1,71 @@
extends State
class_name CrouchState
var state_name : String = "Crouch"
var play_char : CharacterBody3D
func enter(play_char_ref : CharacterBody3D) -> void:
play_char = play_char_ref
verifications()
func verifications() -> void:
#play_char.godot_plush_skin.set_state("crouch")
play_char.move_speed = play_char.crouch_speed
play_char.move_accel = play_char.crouch_accel
play_char.move_deccel = play_char.crouch_deccel
play_char.floor_snap_length = 1.0
if play_char.jump_cooldown > 0.0: play_char.jump_cooldown = -1.0
if play_char.nb_jumps_in_air_allowed < play_char.nb_jumps_in_air_allowed_ref: play_char.nb_jumps_in_air_allowed = play_char.nb_jumps_in_air_allowed_ref
if play_char.coyote_jump_cooldown < play_char.coyote_jump_cooldown_ref: play_char.coyote_jump_cooldown = play_char.coyote_jump_cooldown_ref
if play_char.has_cut_jump: play_char.has_cut_jump = false
play_char.is_crouching = true
func exit() -> void:
play_char.is_crouching = false
func physics_update(delta : float) -> void:
applies()
play_char.gravity_apply(delta)
input_management()
move(delta)
func applies() -> void:
#quitter le sol (ex: crouch au bord d'une plateforme) bascule vers InairState, comme IdleState
if !play_char.is_on_floor() and !play_char.is_on_wall():
transitioned.emit(self, "InairState")
#le saut est bloque en crouch : on ne consomme pas le jump buffer ici, il restera en attente
#et sera pris en compte des la sortie du crouch (Idle/Walk)
func input_management() -> void:
#courir annule automatiquement le crouch
if play_char.walk_or_run == "RunState":
transitioned.emit(self, "RunState")
#bascule (toggle) : un nouvel appui ressort du crouch vers l'etat au sol approprie
if Input.is_action_just_pressed(play_char.crouch_action):
transitioned.emit(self, play_char.walk_or_run if play_char.move_dir else "IdleState")
if Input.is_action_just_pressed(play_char.aim_cam_action):
transitioned.emit(self, "AimState")
#pas de saut ici : le jump_action est volontairement ignore pendant le crouch
func move(delta : float) -> void:
play_char.move_dir = Input.get_vector(play_char.move_left_action, play_char.move_right_action, play_char.move_forward_action, play_char.move_backward_action).rotated(-play_char.cam_holder.global_rotation.y)
if play_char.move_dir and play_char.is_on_floor():
#deplacement accroupi, a vitesse reduite
play_char.velocity.x = lerp(play_char.velocity.x, play_char.move_dir.x * play_char.move_speed, play_char.move_accel * delta)
play_char.velocity.z = lerp(play_char.velocity.z, play_char.move_dir.y * play_char.move_speed, play_char.move_accel * delta)
else:
#pas de transition vers Idle ici : Crouch gere lui-meme l'immobilite, comme AimState
play_char.velocity.x = lerp(play_char.velocity.x, 0.0, play_char.move_deccel * delta)
play_char.velocity.z = lerp(play_char.velocity.z, 0.0, play_char.move_deccel * delta)

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@ -0,0 +1 @@
uid://d0577tj0c23bu

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@ -47,6 +47,9 @@ func input_management() -> void:
if Input.is_action_just_pressed(play_char.dodge_action) and play_char.dodge_cooldown <= 0.0:
transitioned.emit(self, "DodgeState")
if Input.is_action_just_pressed(play_char.crouch_action):
transitioned.emit(self, "CrouchState")
if Input.is_action_pressed(play_char.jump_action) if play_char.auto_jump else Input.is_action_just_pressed(play_char.jump_action):
transitioned.emit(self, "JumpState")

View file

@ -14,6 +14,7 @@ var last_frame_velocity : Vector3
var was_on_floor : bool = false
var walk_or_run : String = "WalkState" #keep in memory if play char was walking or running before being in the air
var is_dodging : bool = false #true while DodgeState is active ; hook this up to a hurtbox/i-frame check later
var is_crouching : bool = false #true while CrouchState is active ; hook this up to a collision-shape resize later
@export_group("Walk variables")
@export var walk_speed : float = 5.0
@ -32,6 +33,11 @@ var is_dodging : bool = false #true while DodgeState is active ; hook this up to
@export var dodge_cooldown : float = 0.6
var dodge_cooldown_ref : float
@export_group("Crouch variables")
@export var crouch_speed : float = 2.5
@export var crouch_accel : float = 7.0
@export var crouch_deccel : float = 7.0
@export_group("Jump variables")
@export var jump_height : float = 3.0
@export var jump_time_to_peak : float = 0.35
@ -67,6 +73,7 @@ var move_right_action : StringName
var run_action : StringName
var jump_action : StringName
var dodge_action : StringName
var crouch_action : StringName
var aim_cam_action : StringName
@export_group("Model variables")

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@ -49,6 +49,9 @@ func input_management() -> void:
if Input.is_action_just_pressed(play_char.dodge_action) and play_char.dodge_cooldown <= 0.0:
transitioned.emit(self, "DodgeState")
if Input.is_action_just_pressed(play_char.crouch_action):
transitioned.emit(self, "CrouchState")
if Input.is_action_pressed(play_char.jump_action) if play_char.auto_jump else Input.is_action_just_pressed(play_char.jump_action) :
transitioned.emit(self, "JumpState")