commit 8e7da96bfcd52b230feaf40fbc6d4a42b80c5723
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Sat Oct 17 18:55:14 2026 +0200
Make state machine more reusable
commit 37da7248b8c33ce95cff7ef9332c5ccf6e3cd418
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Sat Oct 17 18:44:34 2026 +0200
Change aim state into flag
commit fbb3a84a12e2cabff9b36390da7483b8de7e9379
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Sat Oct 17 18:33:08 2026 +0200
Replace fixed references with ui references
commit 913955b13e9980780ac88761845d9e1f165f0d0e
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Fri Oct 16 13:32:21 2026 +0200
Update camera action handling
commit 4ce0ac13ffea473cf62c2fefd1571e9df1fbbcaa
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Fri Oct 16 13:04:39 2026 +0200
Update mounting system
commit e410eca38760955b2866eecd6ac0281e2041e76d
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Fri Oct 16 12:57:25 2026 +0200
Update aiming system
commit 4c788df485ccbff5f91fd51d9f480e495f11da5f
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Thu Oct 15 21:50:26 2026 +0200
Centralize states names into constants
commit 6059479c87d749e986a48adb520ef33121104da5
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Thu Oct 15 21:25:32 2026 +0200
Refator Crouch state into flag
commit 08faec70e770042d36eed6f173a63f3aac1f67c6
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Wed Oct 14 10:19:35 2026 +0200
Update player input management and state machine
commit 11a0aecc58c50c5862a03b4fd0b55e8db024031f
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Wed Oct 14 10:17:06 2026 +0200
Delete charizard.tres
commit 399eac2b6c64f242a1c2e12360d811127f87681c
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Tue Oct 13 18:20:45 2026 +0200
Remove unused MountedState
commit 42a3668c52fe96a7509a74290a94fc5a8084b713
Author: TheThomaas <thethomaas@protonmail.ch>
Date: Tue Oct 13 18:18:08 2026 +0200
Group grounded states under common class
258 lines
11 KiB
GDScript
258 lines
11 KiB
GDScript
extends CharacterBody3D
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class_name PlayerCharacter
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#movement variables
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var move_speed : float
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var move_accel : float
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var move_deccel : float
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var move_dir : Vector2
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var target_angle : float
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var last_input_dir : Vector2
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var last_frame_position : Vector3
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var last_frame_velocity : Vector3
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var was_on_floor : bool = false
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enum Locomotion { WALK, RUN }
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var locomotion : Locomotion = Locomotion.WALK #keep in memory if play char was walking or running before being in the air
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var walk_or_run : String: #ANCIEN NOM, lecture seule : a supprimer des que plus aucun script ne l'utilise (chercher "walk_or_run" dans le projet)
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get: return get_locomotion_state()
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var is_dodging : bool = false #true while DodgeState is active ; hook this up to a hurtbox/i-frame check later
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var is_crouching : bool = false #posture accroupie (voir GroundedState.toggle_crouch) ; hook this up to a collision-shape resize later
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var is_mounted : bool = false #true tant que MountRider a le joueur sur un pokemon
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var _base_ground_stats : Dictionary = {}
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@export_group("Walk variables")
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@export var walk_speed : float = 5.0
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@export var walk_accel : float = 8.0
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@export var walk_deccel : float = 7.5
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@export_group("Run variables")
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@export var run_speed : float = 9.0
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@export var run_accel : float = 3.5
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@export var run_deccel : float = 6.5
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@export var continious_run : bool = false #if true, doesn't need to keep run button on to run
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@export_group("Dodge variables")
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@export var dodge_speed : float = 10.0
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@export var dodge_duration : float = 0.4
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@export var dodge_cooldown : float = 0.6
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var dodge_cooldown_ref : float
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@export_group("Crouch variables")
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@export var crouch_speed : float = 2.5
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@export var crouch_accel : float = 7.0
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@export var crouch_deccel : float = 7.0
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@export_group("Jump variables")
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@export var jump_height : float = 3.0
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@export var jump_time_to_peak : float = 0.35
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@export var jump_time_to_descent : float = 0.29
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@onready var jump_velocity : float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
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var has_cut_jump : bool = false
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@export var jump_cut_multiplier : float = 0.5
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@export var jump_cooldown : float = 0.2
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var jump_cooldown_ref : float
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@export var nb_jumps_in_air_allowed : int = 1
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var nb_jumps_in_air_allowed_ref : int
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var jump_buff_on : bool = false
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var buffered_jump : bool = false
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@export var coyote_jump_cooldown : float
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var coyote_jump_cooldown_ref : float
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var coyote_jump_on : bool = false
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@export var auto_jump : bool = false
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@export_group("In air variables")
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@export var in_air_move_speed : Array[Curve] #one curve for if was walking before jumping/falling, one curve for if was running before jumping/falling
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@export var in_air_accel : Array[Curve] #one curve for if was walking before jumping/falling, one curve for if was running before jumping/falling
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@export var hit_wall_cut_velocity : bool = false
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#gravity variables
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@onready var jump_gravity : float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
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@onready var fall_gravity : float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
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@export_group("Model variables")
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@export var model_rot_speed : float = 6.5
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@export var follow_cam_pos_when_aimed : bool = false
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#references variables : rien n'est cherche par son nom
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#- nodes de la scene : exports a assigner dans l'inspecteur (ils suivent un renommage ou un deplacement du node)
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@export_group("References")
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@export var visual_root : Node3D
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#@onready var godot_plush_skin : GodotPlushSkin = %GodotPlushSkin
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#@onready var particles_manager : ParticlesManager = %ParticlesManager
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@export var cam_holder : CameraHolder
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@export var state_machine : StateMachine
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#@onready var foot_step_audio = %FootStepAudio
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#@onready var impact_audio = %ImpactAudio
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#@onready var wave_audio = %WaveAudio
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@export var collision_shape_3d : CollisionShape3D
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#@onready var floor_check : RayCast3D = %FloorRaycast
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#- composants : ils s'enregistrent eux-memes (voir PlayerComponent), le joueur ne connait pas leur nom de node
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var player_input : InputManagementComponent
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var aim_targeting : AimTargeting #visee : mode superpose aux etats + ciblage (voir AimTargeting)
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var throw_resolver : ThrowResolver #trajectoire de la balle, atterrissage, envoi du pokemon, combat
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var state_hints : StateHints #affiche les hints de l'etat courant dans le HUD
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var can_crouch : bool = true
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var is_aiming : bool: #visee en cours (mode superpose aux etats, voir AimTargeting)
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get: return aim_targeting != null and aim_targeting.active
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#particles variables
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#@onready var movement_dust = %MovementDust
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#@onready var jump_particles = preload("../../PlayerCharacter/VFX/jump_particles_scene.tscn")
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#@onready var land_particles = preload("../../PlayerCharacter/VFX/land_particles_scene.tscn")
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var aim_target : AimTarget = null
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func _ready():
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_validate_wiring()
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#set move variables, and value references
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move_speed = walk_speed
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move_accel = walk_accel
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move_deccel = walk_deccel
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jump_cooldown_ref = jump_cooldown
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nb_jumps_in_air_allowed_ref = nb_jumps_in_air_allowed
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coyote_jump_cooldown_ref = coyote_jump_cooldown
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dodge_cooldown_ref = dodge_cooldown
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#connect_footstep_audio_effect()
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func _validate_wiring() -> void:
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#un seul endroit qui dit ce qui manque, au lieu d'une erreur obscure sur un null plus tard
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var missing : Array[String] = []
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if visual_root == null: missing.append("visual_root (export)")
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if cam_holder == null: missing.append("cam_holder (export)")
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if state_machine == null: missing.append("state_machine (export)")
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if collision_shape_3d == null: missing.append("collision_shape_3d (export)")
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if player_input == null: missing.append("un InputManagementComponent sous le joueur")
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if aim_targeting == null: missing.append("un AimTargeting sous le joueur")
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if throw_resolver == null: missing.append("un ThrowResolver sous le joueur")
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if state_hints == null: missing.append("un StateHints sous le joueur")
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if !missing.is_empty():
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push_error("PlayerCharacter : dependances manquantes : " + ", ".join(PackedStringArray(missing)))
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func _process(delta: float):
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modify_model_orientation(delta)
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func _physics_process(delta : float):
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update_run_toggle()
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modify_physics_properties()
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tick_dodge_cooldown(delta)
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move_and_slide()
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func modify_model_orientation(delta : float):
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#manage the model rotation depending on the camera mode + char parameters
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var dir_target_angle : float
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#lock-on : le modele fait face a la cible
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if is_instance_valid(aim_target):
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var to_target : Vector3 = aim_target.global_position - global_position
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dir_target_angle = -Vector2(to_target.x, to_target.z).orthogonal().angle()
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visual_root.rotation.y = rotate_toward(visual_root.rotation.y, dir_target_angle, model_rot_speed * delta)
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return
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#follow mode (model must follow the camera rotation)
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#if the cam is in angled/aim mode
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if cam_holder.cam_aimed and follow_cam_pos_when_aimed:
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#get cam rotation on the y axis (+ PI to invert half circle, and be sure that the model is correctly oriented)
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dir_target_angle = (cam_holder.cam.global_rotation.y) + PI
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#rotate the model on the y axis
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visual_root.rotation.y = rotate_toward(visual_root.rotation.y, dir_target_angle, model_rot_speed * delta)
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#free mode (the model orientation is independant to the camera one)
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if (!cam_holder.cam_aimed or !follow_cam_pos_when_aimed) and move_dir != Vector2.ZERO:
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#get char move direction
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dir_target_angle = -move_dir.orthogonal().angle()
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#rotate the model on the y axis
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visual_root.rotation.y = rotate_toward(visual_root.rotation.y, dir_target_angle, model_rot_speed * delta)
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func modify_physics_properties():
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last_frame_position = position #get play char position every frame
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last_frame_velocity = velocity #get play char velocity every frame
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was_on_floor = !is_on_floor() #get if play char is on floor or not
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if move_dir != Vector2.ZERO: last_input_dir = move_dir #memorize the last non-zero input direction, used as a dodge fallback
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func tick_dodge_cooldown(delta : float) -> void:
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if dodge_cooldown > 0.0:
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dodge_cooldown -= delta
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func gravity_apply(delta : float):
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#if play char goes up, apply jump gravity
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#otherwise, apply fall gravity
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if !is_on_floor():
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if velocity.y >= 0.0: velocity.y -= jump_gravity * delta
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elif velocity.y < 0.0: velocity.y -= fall_gravity * delta
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func apply_jump_height(height : float) -> void:
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#source unique des formules de saut (aussi utilisee pour les montures)
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jump_velocity = ((2.0 * height) / jump_time_to_peak) * -1.0
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jump_gravity = (2.0 * height) / (jump_time_to_peak * jump_time_to_peak)
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fall_gravity = (2.0 * height) / (jump_time_to_descent * jump_time_to_descent)
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func enter_mount_stats(speed : float, accel : float, deccel : float, mount_jump_height : float) -> void:
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#mount_jump_height <= 0 : on garde le saut du joueur
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if _base_ground_stats.is_empty():
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_base_ground_stats = {
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"walk_speed": walk_speed, "walk_accel": walk_accel, "walk_deccel": walk_deccel,
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"run_speed": run_speed, "run_accel": run_accel, "run_deccel": run_deccel,
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}
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walk_speed = speed
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run_speed = speed
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walk_accel = accel
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run_accel = accel
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walk_deccel = deccel
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run_deccel = deccel
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if mount_jump_height > 0.0: apply_jump_height(mount_jump_height)
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#l'etat courant lit move_* sans repasser par enter()
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move_speed = speed
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move_accel = accel
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move_deccel = deccel
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func exit_mount_stats() -> void:
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if _base_ground_stats.is_empty(): return
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walk_speed = _base_ground_stats["walk_speed"]
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walk_accel = _base_ground_stats["walk_accel"]
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walk_deccel = _base_ground_stats["walk_deccel"]
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run_speed = _base_ground_stats["run_speed"]
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run_accel = _base_ground_stats["run_accel"]
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run_deccel = _base_ground_stats["run_deccel"]
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_base_ground_stats.clear()
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apply_jump_height(jump_height) #jump_height n'est jamais modifie : on revient aux valeurs du joueur
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move_speed = walk_speed
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move_accel = walk_accel
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move_deccel = walk_deccel
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func squash_and_strech(value : float, timing : float):
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#create a tween that simulate a compression of the model (squash and strech ones)
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#maily used to accentuate game feel/juice
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#call the squash_and_strech function of the model (it's this function that actually squash and strech the model)
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var sasTween : Tween = create_tween()
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sasTween.set_ease(Tween.EASE_OUT)
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#sasTween.tween_property(godot_plush_skin, "squash_and_stretch", value, timing)
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#sasTween.tween_property(godot_plush_skin, "squash_and_stretch", 1.0, timing * 1.8)
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#func connect_footstep_audio_effect() -> void:
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#set play char model audios effects
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#godot_plush_skin.footstep.connect(func(intensity : float = 1.0):
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#foot_step_audio.volume_db = linear_to_db(intensity)
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#foot_step_audio.play()
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#)
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func update_run_toggle() -> void:
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if continious_run:
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if player_input.run_just_pressed():
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locomotion = Locomotion.WALK if is_running() else Locomotion.RUN
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else:
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locomotion = Locomotion.RUN if player_input.run_pressed() else Locomotion.WALK
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func is_running() -> bool:
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return locomotion == Locomotion.RUN
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func get_locomotion_state() -> String:
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#etat au sol correspondant a la derniere allure (voir State.request_locomotion)
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return States.RUN if is_running() else States.WALK
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