Tales-of-PKMN/game/player/StateMachine/PlayerCharacter.gd
2026-09-01 13:31:35 +02:00

152 lines
5.9 KiB
GDScript

extends CharacterBody3D
class_name PlayerCharacter
#movement variables
var move_speed : float
var move_accel : float
var move_deccel : float
var move_dir : Vector2
var target_angle : float
var last_input_dir : Vector2
var last_frame_position : Vector3
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
@export_group("Walk variables")
@export var walk_speed : float = 5.0
@export var walk_accel : float = 8.0
@export var walk_deccel : float = 7.5
@export_group("Run variables")
@export var run_speed : float = 9.0
@export var run_accel : float = 3.5
@export var run_deccel : float = 6.5
@export var continious_run : bool = false #if true, doesn't need to keep run button on to run
@export_group("Jump variables")
@export var jump_height : float = 3.0
@export var jump_time_to_peak : float = 0.35
@export var jump_time_to_descent : float = 0.29
@onready var jump_velocity : float = ((2.0 * jump_height) / jump_time_to_peak) * -1.0
var has_cut_jump : bool = false
@export var jump_cut_multiplier : float = 0.5
@export var jump_cooldown : float = 0.2
var jump_cooldown_ref : float
@export var nb_jumps_in_air_allowed : int = 1
var nb_jumps_in_air_allowed_ref : int
var jump_buff_on : bool = false
var buffered_jump : bool = false
@export var coyote_jump_cooldown : float
var coyote_jump_cooldown_ref : float
var coyote_jump_on : bool = false
@export var auto_jump : bool = false
@export_group("In air variables")
@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
@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
@export var hit_wall_cut_velocity : bool = false
#gravity variables
@onready var jump_gravity : float = ((-2.0 * jump_height) / (jump_time_to_peak * jump_time_to_peak)) * -1.0
@onready var fall_gravity : float = ((-2.0 * jump_height) / (jump_time_to_descent * jump_time_to_descent)) * -1.0
#keybinding variables
var move_forward_action : StringName
var move_backward_action : StringName
var move_left_action : StringName
var move_right_action : StringName
var run_action : StringName
var jump_action : StringName
@export_group("Model variables")
@export var model_rot_speed : float = 6.5
@export var follow_cam_pos_when_aimed : bool = false
#references variables
@onready var visual_root = %VisualRoot
#@onready var godot_plush_skin : GodotPlushSkin = %GodotPlushSkin
#@onready var particles_manager : ParticlesManager = %ParticlesManager
@onready var cam_holder: CameraHolder = %CameraHolder
@onready var state_machine : StateMachine = %StateMachine
#@onready var foot_step_audio = %FootStepAudio
#@onready var impact_audio = %ImpactAudio
#@onready var wave_audio = %WaveAudio
@onready var collision_shape_3d = %CollisionShape3D
#@onready var floor_check : RayCast3D = %FloorRaycast
#particles variables
#@onready var movement_dust = %MovementDust
#@onready var jump_particles = preload("../../PlayerCharacter/VFX/jump_particles_scene.tscn")
#@onready var land_particles = preload("../../PlayerCharacter/VFX/land_particles_scene.tscn")
func _ready():
#set move variables, and value references
move_speed = walk_speed
move_accel = walk_accel
move_deccel = walk_deccel
jump_cooldown_ref = jump_cooldown
nb_jumps_in_air_allowed_ref = nb_jumps_in_air_allowed
coyote_jump_cooldown_ref = coyote_jump_cooldown
#connect_footstep_audio_effect()
func _process(delta: float):
modify_model_orientation(delta)
func _physics_process(_delta : float):
modify_physics_properties()
move_and_slide()
func modify_model_orientation(delta : float):
#manage the model rotation depending on the camera mode + char parameters
var dir_target_angle : float
#follow mode (model must follow the camera rotation)
#if the cam is in angled/aim mode
if cam_holder.cam_aimed and follow_cam_pos_when_aimed:
#get cam rotation on the y axis (+ PI to invert half circle, and be sure that the model is correctly oriented)
dir_target_angle = (cam_holder.cam.global_rotation.y) + PI
#rotate the model on the y axis
visual_root.rotation.y = rotate_toward(visual_root.rotation.y, dir_target_angle, model_rot_speed * delta)
#free mode (the model orientation is independant to the camera one)
if (!cam_holder.cam_aimed or !follow_cam_pos_when_aimed) and move_dir != Vector2.ZERO:
#get char move direction
dir_target_angle = -move_dir.orthogonal().angle()
#rotate the model on the y axis
visual_root.rotation.y = rotate_toward(visual_root.rotation.y, dir_target_angle, model_rot_speed * delta)
func modify_physics_properties():
last_frame_position = position #get play char position every frame
last_frame_velocity = velocity #get play char velocity every frame
was_on_floor = !is_on_floor() #get if play char is on floor or not
func gravity_apply(delta : float):
#if play char goes up, apply jump gravity
#otherwise, apply fall gravity
if !is_on_floor():
if velocity.y >= 0.0: velocity.y -= jump_gravity * delta
elif velocity.y < 0.0: velocity.y -= fall_gravity * delta
func squash_and_strech(value : float, timing : float):
#create a tween that simulate a compression of the model (squash and strech ones)
#maily used to accentuate game feel/juice
#call the squash_and_strech function of the model (it's this function that actually squash and strech the model)
var sasTween : Tween = create_tween()
sasTween.set_ease(Tween.EASE_OUT)
#sasTween.tween_property(godot_plush_skin, "squash_and_stretch", value, timing)
#sasTween.tween_property(godot_plush_skin, "squash_and_stretch", 1.0, timing * 1.8)
#func connect_footstep_audio_effect() -> void:
#set play char model audios effects
#godot_plush_skin.footstep.connect(func(intensity : float = 1.0):
#foot_step_audio.volume_db = linear_to_db(intensity)
#foot_step_audio.play()
#)