gravité: appliquée de la même manière que la marche

Nombre fixe de frames pour l'accélération. Il reste à appliquer le saut
et on à la base.
This commit is contained in:
Thomas Lavocat
2023-04-23 07:24:25 +02:00
parent 3f3666d2a5
commit 12b3414abb
2 changed files with 19 additions and 7 deletions

View File

@@ -12,13 +12,11 @@ var gravity: int = ProjectSettings.get("physics/2d/default_gravity")
var _double_jump_charged := false var _double_jump_charged := false
@export var WALKING_SPEED = 400 @export var WALKING_SPEED = 400
@export var FALLING_SPEED = 400
@export var X_SPEED_TABLE = [0, 0.1, 0.15, 0.2, 0.3, 0.6, 0.9, 1] @export var X_SPEED_TABLE = [0, 0.1, 0.15, 0.2, 0.3, 0.6, 0.9, 1]
@export var X_SPEED_DECEL = [0, 0.1, 0.6, 1] @export var X_SPEED_DECEL = [0, 0.1, 0.6, 1]
@export var X_SPEED_AIR_DECEL =[0, 0.2, 0.6, 0.8, 0.9, 0.9, 1, @export var X_SPEED_AIR_DECEL =[0, 0.1, 0.6, 1]
1.1, 1.1, 1.1, 1.2, 1.2, 1.2, @export var FALL_SPEED_TABLE = [0, 0.1, 0.15, 0.2, 0.3, 0.6, 0.9, 1]
1.2, 1.2, 1.3, 1.4, 1.5, 1.6,
1.8, 1.9, 3]
@export var FALL_SPEED_TABLE = [0, 0.4]
@export var JUMP_SPEED_TABLE = [0, 0.4, 0.8, 1.2, 1.6, 2, 2.4, 2.8, 3, 3, 4, 5] @export var JUMP_SPEED_TABLE = [0, 0.4, 0.8, 1.2, 1.6, 2, 2.4, 2.8, 3, 3, 4, 5]
@export var KICK_SPEED_TABLE = [0, 0.2, 0.4, 0.6, 1, 1.6, 2.4, 3] @export var KICK_SPEED_TABLE = [0, 0.2, 0.4, 0.6, 1, 1.6, 2.4, 3]
@@ -38,6 +36,9 @@ var walking : bool = false
var walking_step: int = -1 var walking_step: int = -1
var init_decel: bool = true var init_decel: bool = true
var jumping : bool = false
var falling_step : int = -1
func walk(direction:int) -> int: func walk(direction:int) -> int:
var table = X_SPEED_TABLE var table = X_SPEED_TABLE
if walking: if walking:
@@ -55,6 +56,15 @@ func walk(direction:int) -> int:
walking_step-=1 walking_step-=1
return speed * direction return speed * direction
return 0 return 0
func fall() -> int:
if jumping or is_on_floor():
falling_step = -1
return velocity.y
else:
falling_step = min(falling_step+1, FALL_SPEED_TABLE.size()-1)
return FALL_SPEED_TABLE[falling_step] * FALLING_SPEED
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("jump" + action_suffix): if Input.is_action_just_pressed("jump" + action_suffix):
@@ -62,8 +72,8 @@ func _physics_process(delta: float) -> void:
elif Input.is_action_just_released("jump" + action_suffix) and velocity.y < 0.0: elif Input.is_action_just_released("jump" + action_suffix) and velocity.y < 0.0:
# The player let go of jump early, reduce vertical momentum. # The player let go of jump early, reduce vertical momentum.
pass pass
# Fall.
velocity.y = minf(400, velocity.y + gravity * delta) velocity.y = fall()
walking = Input.is_action_pressed("move_left" + action_suffix) or Input.is_action_pressed("move_right" + action_suffix) walking = Input.is_action_pressed("move_left" + action_suffix) or Input.is_action_pressed("move_right" + action_suffix)
velocity.x = walk( velocity.x = walk(
@@ -90,6 +100,7 @@ func _physics_process(delta: float) -> void:
func get_new_animation(is_shooting := false) -> String: func get_new_animation(is_shooting := false) -> String:
var animation_new: String var animation_new: String
if is_on_floor(): if is_on_floor():
if walking_step > 0: if walking_step > 0:
animation_new = "walk" animation_new = "walk"

View File

@@ -202,6 +202,7 @@ height = 52.0
[node name="Princesse" type="CharacterBody2D"] [node name="Princesse" type="CharacterBody2D"]
script = ExtResource("1_dkp7s") script = ExtResource("1_dkp7s")
WALKING_SPEED = 100 WALKING_SPEED = 100
FALLING_SPEED = 100
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."] [node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
sprite_frames = SubResource("SpriteFrames_q52wx") sprite_frames = SubResource("SpriteFrames_q52wx")