rudimentary clamber
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@@ -18,7 +18,7 @@ shape = SubResource("BoxShape3D_gxu3i")
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5, 0)
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[node name="LadderPlayerPos" type="Marker3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.435783)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.748895)
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[connection signal="body_entered" from="." to="." method="_on_body_entered"]
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[connection signal="body_exited" from="." to="." method="_on_body_exited"]
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=44 format=3 uid="uid://drwae3loscbw7"]
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[gd_scene load_steps=45 format=3 uid="uid://drwae3loscbw7"]
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[ext_resource type="Script" uid="uid://bieeh1iro4ji1" path="res://scripts/player.gd" id="1_x7wms"]
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[ext_resource type="Script" uid="uid://linvnr16djav" path="res://scripts/PlayerStateMachine.gd" id="2_1npgd"]
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@@ -12,6 +12,7 @@
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[ext_resource type="Script" uid="uid://bgj2bqb5dys41" path="res://scripts/player_wall_running.gd" id="6_1npgd"]
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[ext_resource type="Script" uid="uid://boyl3qkg4j4vc" path="res://scripts/player_ground_pound.gd" id="7_2asft"]
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[ext_resource type="AudioStream" uid="uid://bki17g7j4kqn4" path="res://assets/Audio/PickupSound Mixdown 3.wav" id="8_dwqsx"]
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[ext_resource type="Script" uid="uid://cl8wpx8g1b5ce" path="res://scripts/player_clamber.gd" id="8_iwgew"]
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[ext_resource type="Script" uid="uid://bb7u0nnktowwp" path="res://scripts/player_on_ladder.gd" id="8_vgdha"]
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[ext_resource type="Shader" uid="uid://djbvmc8hurccm" path="res://assets/Shaders/speedlines.gdshader" id="10_5hu7c"]
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[ext_resource type="AudioStream" uid="uid://dyd272r7n2ecd" path="res://assets/Audio/footsteps-shoes-jump-land-beach-sand-SBA-300118001.wav" id="10_tn0pn"]
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@@ -148,9 +149,6 @@ initial_state = NodePath("On Foot")
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[node name="On Foot" type="Node" parent="StateMachine"]
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script = ExtResource("3_ib4e7")
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move_speed = null
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move_transition_speed = null
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can_climb_new_ladder = null
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metadata/_custom_type_script = "uid://dk0vg5btak80a"
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[node name="Crouched" type="Node" parent="StateMachine"]
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@@ -172,6 +170,9 @@ script = ExtResource("7_2asft")
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[node name="Stunned" type="Node" parent="StateMachine"]
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[node name="Clamber" type="Node" parent="StateMachine"]
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script = ExtResource("8_iwgew")
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[node name="On Ladder" type="Node" parent="StateMachine"]
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script = ExtResource("8_vgdha")
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move_speed = 5.0
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@@ -376,6 +377,21 @@ target_position = Vector3(0, 0, 1)
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[node name="WallJumpTimer" type="Timer" parent="."]
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one_shot = true
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[node name="ClamberMaxRay" type="RayCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.797, 0)
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target_position = Vector3(0, 0, -1)
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collision_mask = 33
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[node name="ClamberPointRay" type="RayCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.987695, -0.600275)
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target_position = Vector3(0, -1.995, 0)
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collision_mask = 33
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[node name="ClamberCheckRay" type="RayCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.607088, -0.488815)
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target_position = Vector3(0, 0, -1)
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collision_mask = 33
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[connection signal="tree_entered" from="." to="." method="_on_tree_entered"]
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[connection signal="body_entered" from="pick_up_detection" to="." method="_on_pick_up_detection_body_entered"]
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[connection signal="body_entered" from="pick_up_magnet" to="." method="_on_pick_up_magnet_body_entered"]
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@@ -12,7 +12,7 @@ config_version=5
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config/name="First Person Test"
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config/tags=PackedStringArray("fps")
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run/main_scene="uid://c6fykssf7paft"
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run/main_scene="uid://dsw00ml8rv6xo"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="uid://6svuq1l83al5"
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@@ -545,4 +545,4 @@ transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, -6.987
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16.9686, 0.382905, 12.9928)
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[node name="LadderCollisionCheck" parent="." instance=ExtResource("29_g3x4f")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -16.9991, 0.0999999, 12.5151)
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, -16.9991, 0.0999999, 13.0221)
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@@ -15,7 +15,12 @@ func standard_movement(delta):
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character.velocity.z = lerp(character.velocity.z, character.movement_input().z * move_speed * character.speed_modifiers(),delta * move_transition_speed)
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func standard_jump():
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return character.JUMP_VELOCITY * character.speed_modifiers()
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#first check for clamber, otherwise jump
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print("CAN CLAMBER? - ",character.can_clamber())
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if character.can_clamber():
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Transitioned.emit(self,"clamber")
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else:
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character.velocity.y += character.JUMP_VELOCITY * character.speed_modifiers()
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func apply_gravity(delta):
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character.velocity.y -= 9.8 * 1.25 * delta
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@@ -65,6 +65,9 @@ var wall_run_direction
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# Ladder
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var current_ladder
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# Clamber
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var clamber_point
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## GUNS AND AMMO
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var gun : Node
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var holstered_gun_id : int
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@@ -136,6 +139,9 @@ var controlled_elsewhere = false
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@onready var weapon_select_menu: Control = $Head/Recoil/Camera3D/WeaponSelect
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@onready var wall_jump_timer: Timer = $WallJumpTimer
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@onready var remaining_stamina : float = level_control.gamemode.max_stamina
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@onready var clamber_max_ray: RayCast3D = $ClamberMaxRay
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@onready var clamber_check_ray: RayCast3D = $ClamberCheckRay
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@onready var clamber_point_ray: RayCast3D = $ClamberPointRay
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func _ready():
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level_control.player = self
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@@ -385,6 +391,31 @@ func speed_modifiers():
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return speed_multiplier
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func can_clamber():
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var clamber_ray_collided = false
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const CHECK_RESOLUTION = .1
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const MAX_RAY_POSITION = .607
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const MIN_RAY_POSITION = -.9
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while clamber_check_ray.position.y > MIN_RAY_POSITION:
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if clamber_check_ray.is_colliding():
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clamber_ray_collided = true
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break
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clamber_check_ray.position.y -= CHECK_RESOLUTION
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clamber_check_ray.position.y = MAX_RAY_POSITION
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if clamber_ray_collided and !clamber_max_ray.is_colliding():
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return true
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else:
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return false
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func get_clamber_point():
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if clamber_point_ray.is_colliding():
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return clamber_point_ray.get_collision_point()
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else:
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return clamber_point_ray.global_position
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func joypad_walk():
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# Joypad right stick look control
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var dir_out = Vector2(0,0)
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18
scripts/player_clamber.gd
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18
scripts/player_clamber.gd
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@@ -0,0 +1,18 @@
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extends PlayerState
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class_name PlayerClamber
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var clamber_point
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func Enter():
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clamber_point = character.get_clamber_point()
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character.standing_collision.disabled = true
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character.crouching_collision.disabled = true
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func Physics_Update(delta):
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character.velocity = Vector3.ZERO
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character.global_position = clamber_point + Vector3(0,1,0)
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Transitioned.emit(self,"on foot")
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func Exit():
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character.standing_collision.disabled = false
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character.crouching_collision.disabled = false
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1
scripts/player_clamber.gd.uid
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1
scripts/player_clamber.gd.uid
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@@ -0,0 +1 @@
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uid://cl8wpx8g1b5ce
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@@ -17,8 +17,8 @@ func Update(delta):
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func Physics_Update(delta):
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if character.is_on_floor():
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standard_movement(delta)
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else:
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Transitioned.emit(self,"in air")
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apply_gravity(delta)
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if Input.is_action_just_pressed("crouch"):
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if !character.crouch_check.is_colliding():
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@@ -32,7 +32,7 @@ func Physics_Update(delta):
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if Input.is_action_just_pressed("jump"):
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if !character.crouch_check.is_colliding():
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character.recoil.add_recoil(Vector3(-.2,.03,.03),5,10)
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character.velocity.y += character.JUMP_VELOCITY
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standard_jump()
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transition_out_of_crouch()
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@@ -18,9 +18,9 @@ func Physics_Update(delta):
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enable_wall_rays()
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if Input.is_action_just_pressed("jump") and character.jumps_remaining > 0:
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if Input.is_action_just_pressed("jump") and (character.jumps_remaining > 0 or character.can_clamber()):
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character.jumps_remaining -= 1
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character.velocity.y += character.JUMP_VELOCITY
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standard_jump()
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if Input.is_action_just_pressed("sprint") and air_dash_left > 0:
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air_dash_left -= 1
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@@ -16,4 +16,4 @@ func Physics_Update(delta):
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if Input.is_action_just_pressed("jump"):
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character.jumps_remaining -= 1
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character.velocity.y += standard_jump()
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standard_jump()
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@@ -1,12 +1,23 @@
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extends PlayerState
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class_name PlayerOnLadder
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var climbing_started = false
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func Enter():
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climbing_started = false
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func Physics_Update(delta):
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character.global_position.x = lerp(character.global_position.x,character.current_ladder.global_position.x,delta * 8)
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character.global_position.z = lerp(character.global_position.z,character.current_ladder.global_position.z,delta * 8)
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ladder_movement(delta)
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if !character.is_on_floor() and !climbing_started:
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climbing_started = true
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if character.is_on_floor() and climbing_started:
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Transitioned.emit(self, "on foot")
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func ladder_movement(delta):
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var direction = Input.get_vector("move_down","move_up","move_left","move_right").x
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character.velocity.y = lerp(character.velocity.y, direction * move_speed,delta * move_transition_speed)
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@@ -16,7 +16,7 @@ func Physics_Update(delta):
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Transitioned.emit(self,"in air")
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func wall_jump():
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character.velocity += (Vector3(0,1,0) + character.wall_run_direction).normalized() * 15
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character.velocity += (Vector3(0,1,0) + character.wall_run_direction).normalized() * 15 * character.speed_modifiers()
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Transitioned.emit(self,"in air")
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func wall_run_movement(delta):
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@@ -27,4 +27,4 @@ func wall_run_movement(delta):
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Transitioned.emit(self,"in air")
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func wall_run_gravity(delta):
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character.velocity.y -= 9.8 * .75 * delta
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character.velocity.y -= 9.8 * delta
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