marcher: nombre fixe de frames pour marcher
Reproductible et à pas fixe. Toujours le même temps pour accélérer et décélérer. Si c'est pas beau ça!
This commit is contained in:
88
princesse.gd
88
princesse.gd
@@ -1,11 +1,5 @@
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extends CharacterBody2D
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const WALK_SPEED = 200.0
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const ACCELERATION_SPEED = WALK_SPEED * 6.0
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const JUMP_VELOCITY = -400.0
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## Maximum speed at which the player can fall.
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const TERMINAL_VELOCITY = 400
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## The player listens for input actions appended with this suffix.[br]
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## Used to separate controls for multiple players in splitscreen.
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@export var action_suffix := ""
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@@ -17,20 +11,67 @@ var gravity: int = ProjectSettings.get("physics/2d/default_gravity")
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@onready var camera := $Camera2D as Camera2D
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var _double_jump_charged := false
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@export var WALKING_SPEED = 400
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@export var X_SPEED_TABLE = [0, 0.1, 0.15, 0.2, 0.3, 0.6, 0.9, 1]
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@export var X_SPEED_DECEL = [0, 0.1, 0.6, 1]
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@export var X_SPEED_AIR_DECEL =[0, 0.2, 0.6, 0.8, 0.9, 0.9, 1,
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1.1, 1.1, 1.1, 1.2, 1.2, 1.2,
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1.2, 1.2, 1.3, 1.4, 1.5, 1.6,
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1.8, 1.9, 3]
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@export var FALL_SPEED_TABLE = [0, 0.4]
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@export var JUMP_SPEED_TABLE = [0, 0.4, 0.8, 1.2, 1.6, 2, 2.4, 2.8, 3, 3, 4, 5]
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@export var KICK_SPEED_TABLE = [0, 0.2, 0.4, 0.6, 1, 1.6, 2.4, 3]
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# Nombre d'inréments composant un saut
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@export var JUMPING_COUNTER = 20
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# Nombre d'incrément à rajouter lorsque la touche de saut est maintenue
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@export var JUMPING_COUNTER_REFILL = 2
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# Tous les combien d'incréments rajouter un refill sur le compteur
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@export var JUMPING_KEY_COUNTER_THRESHOLD = 3
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# Nombre de frames coyote durant lesquelle le joueur peut encore sauter
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# sans encore être au sol
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@export var COYOTE_LENGTH := 20
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var walking : bool = false
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var walking_step: int = -1
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var init_decel: bool = true
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func walk(direction:int) -> int:
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var table = X_SPEED_TABLE
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if walking:
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walking_step = min(walking_step+1, table.size() -1)
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init_decel = true
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else:
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table = X_SPEED_DECEL
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if init_decel:
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walking_step = min(walking_step, table.size() - 1)
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init_decel = false
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if walking_step > 0:
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var speed = table[walking_step] * WALKING_SPEED
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if not walking:
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walking_step-=1
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return speed * direction
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return 0
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func _physics_process(delta: float) -> void:
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if is_on_floor():
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_double_jump_charged = true
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if Input.is_action_just_pressed("jump" + action_suffix):
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try_jump()
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pass
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elif Input.is_action_just_released("jump" + action_suffix) and velocity.y < 0.0:
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# The player let go of jump early, reduce vertical momentum.
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velocity.y *= 0.6
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pass
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# Fall.
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velocity.y = minf(TERMINAL_VELOCITY, velocity.y + gravity * delta)
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velocity.y = minf(400, velocity.y + gravity * delta)
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var direction := Input.get_axis("move_left" + action_suffix, "move_right" + action_suffix) * WALK_SPEED
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velocity.x = move_toward(velocity.x, direction, ACCELERATION_SPEED * delta)
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walking = Input.is_action_pressed("move_left" + action_suffix) or Input.is_action_pressed("move_right" + action_suffix)
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velocity.x = walk(
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Input.get_axis(
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"move_left" + action_suffix,
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"move_right" + action_suffix
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)
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)
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if not is_zero_approx(velocity.x):
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if velocity.x > 0.0:
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@@ -47,30 +88,19 @@ func _physics_process(delta: float) -> void:
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animation.play()
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func get_new_animation(is_shooting := false) -> String:
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var animation_new: String
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if is_on_floor():
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if absf(velocity.x) > 0.1:
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if walking_step > 0:
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animation_new = "walk"
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else:
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animation_new = "idle"
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else:
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if velocity.y > 0.0:
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animation_new = "falling_straight"
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if walking_step > 0:
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animation_new = "falling_diagonals"
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else:
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animation_new = "falling_straight"
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else:
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animation_new = "jumping"
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return animation_new
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func try_jump() -> void:
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if is_on_floor():
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pass
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elif _double_jump_charged:
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_double_jump_charged = false
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velocity.x *= 2.5
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else:
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return
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velocity.y = JUMP_VELOCITY
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@@ -201,10 +201,11 @@ height = 52.0
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[node name="Princesse" type="CharacterBody2D"]
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script = ExtResource("1_dkp7s")
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WALKING_SPEED = 100
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[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
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sprite_frames = SubResource("SpriteFrames_q52wx")
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animation = &"idle"
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animation = &"wall_stick"
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[node name="PlatformDetector" type="RayCast2D" parent="."]
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collision_mask = 8
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