added wall running

This commit is contained in:
derek
2025-06-16 14:46:03 -05:00
parent 50d8935b4b
commit d1bc5d28d5
7 changed files with 67 additions and 16 deletions

View File

@@ -1,4 +1,4 @@
[gd_scene load_steps=41 format=3 uid="uid://drwae3loscbw7"]
[gd_scene load_steps=42 format=3 uid="uid://drwae3loscbw7"]
[ext_resource type="Script" uid="uid://bieeh1iro4ji1" path="res://scripts/player.gd" id="1_x7wms"]
[ext_resource type="Script" uid="uid://linvnr16djav" path="res://scripts/PlayerStateMachine.gd" id="2_1npgd"]
@@ -9,6 +9,7 @@
[ext_resource type="PackedScene" uid="uid://dqgtnykkbngem" path="res://assets/weapon_select.tscn" id="5_bvbcl"]
[ext_resource type="Script" uid="uid://clyi3lxv4xt4g" path="res://scripts/player_jumping.gd" id="5_m0ick"]
[ext_resource type="PackedScene" uid="uid://br882tlh3cfwu" path="res://hud.tscn" id="5_yenaw"]
[ext_resource type="Script" uid="uid://bgj2bqb5dys41" path="res://scripts/player_wall_running.gd" id="6_1npgd"]
[ext_resource type="AudioStream" uid="uid://bki17g7j4kqn4" path="res://assets/Audio/PickupSound Mixdown 3.wav" id="8_dwqsx"]
[ext_resource type="Shader" uid="uid://djbvmc8hurccm" path="res://assets/Shaders/speedlines.gdshader" id="10_5hu7c"]
[ext_resource type="AudioStream" uid="uid://dyd272r7n2ecd" path="res://assets/Audio/footsteps-shoes-jump-land-beach-sand-SBA-300118001.wav" id="10_tn0pn"]
@@ -156,6 +157,8 @@ move_transition_speed = 4.0
script = ExtResource("5_m0ick")
[node name="Wall Running" type="Node" parent="States"]
script = ExtResource("6_1npgd")
move_speed = 20.0
[node name="Ground Pound" type="Node" parent="States"]

View File

@@ -12,7 +12,7 @@ config_version=5
config/name="First Person Test"
config/tags=PackedStringArray("fps")
run/main_scene="uid://cfaydhd6u5bmb"
run/main_scene="uid://b55ukxds1s7ih"
config/features=PackedStringArray("4.4", "Forward Plus")
config/icon="uid://6svuq1l83al5"

View File

@@ -15,3 +15,34 @@ func standard_movement(delta):
func apply_gravity(delta):
character.velocity.y -= 9.8 * 1.25 * delta
func enable_wall_rays():
if Input.is_action_pressed("move_left"):
character.wall_ray_1.enabled = true
else:
character.wall_ray_1.enabled = false
if Input.is_action_pressed("move_right"):
character.wall_ray_2.enabled = true
else:
character.wall_ray_2.enabled = false
func can_wall_run():
if character.wall_ray_1.is_colliding() or character.wall_ray_2.is_colliding() or character.wall_ray_3.is_colliding():
return true
func start_wall_running():
var running_surface_normal
var wall_run_direction
if character.wall_ray_1.is_colliding():
running_surface_normal = character.wall_ray_1.get_collision_normal()
wall_run_direction = running_surface_normal.rotated(Vector3(0,1,0), deg_to_rad(90))
elif character.wall_ray_2.is_colliding():
running_surface_normal = character.wall_ray_2.get_collision_normal()
wall_run_direction = running_surface_normal.rotated(Vector3(0,-1,0), deg_to_rad(90))
print("SURFACE NORMAL : ", running_surface_normal)
character.wall_run_direction = wall_run_direction
character.wall_run_surface_normal = running_surface_normal
Transitioned.emit(self,"wall running")

View File

@@ -58,6 +58,10 @@ var last_ground_pos
## Movement
var input_dir
# Wall Running
var wall_run_surface_normal
var wall_run_direction
## GUNS AND AMMO
var gun : Node
var holstered_gun_id : int
@@ -433,17 +437,6 @@ func ladder_collide():
else:
gravity = level_control.gamemode.gravity
func wall_jump():
if can_wall_jump == true:
if wall_ray_1.is_colliding() or wall_ray_2.is_colliding() or wall_ray_3.is_colliding():
can_wall_jump = false
wall_jump_timer.start()
return true
else:
return false
else:
return false
func _on_wall_jump_timer_timeout() -> void:
can_wall_jump = true
@@ -474,9 +467,6 @@ func grab_moveable(body):
body.gravity_scale = 0
moveable_holder.add_child(body)
body.global_position = moveable_holder.global_position
#for i in body.get_children():
#if i.get_class() == "CollisionShape3D":
#i.collision_layer = true
held_item = body
func hold_item(_delta):

View File

@@ -13,6 +13,8 @@ func Physics_Update(delta):
standard_movement(delta)
apply_gravity(delta)
enable_wall_rays()
if Input.is_action_just_pressed("jump") and character.jumps_remaining > 0:
character.jumps_remaining -= 1
character.velocity.y += character.JUMP_VELOCITY
@@ -23,3 +25,6 @@ func Physics_Update(delta):
if character.is_on_floor():
Transitioned.emit(self,"on foot")
if can_wall_run():
start_wall_running()

View File

@@ -0,0 +1,21 @@
extends PlayerState
class_name PlayerWallRunning
func Physics_Update(delta):
if character.is_on_floor():
Transitioned.emit(self,"on foot")
else:
wall_run_movement(delta)
apply_gravity(delta)
if !can_wall_run():
Transitioned.emit(self,"in air")
func wall_jump():
character.velocity += (Vector3(0,1,0) + character.wall_run_surface_normal).normalized() * 10
func wall_run_movement(delta):
if Input.is_action_pressed("move_up"):
character.velocity.x = lerp(character.velocity.x,character.wall_run_direction.x * move_speed,delta * 7)
character.velocity.z = lerp(character.velocity.z,character.wall_run_direction.z * move_speed,delta * 7)

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@@ -0,0 +1 @@
uid://bgj2bqb5dys41