added wall running
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@@ -15,3 +15,34 @@ func standard_movement(delta):
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func apply_gravity(delta):
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character.velocity.y -= 9.8 * 1.25 * delta
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func enable_wall_rays():
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if Input.is_action_pressed("move_left"):
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character.wall_ray_1.enabled = true
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else:
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character.wall_ray_1.enabled = false
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if Input.is_action_pressed("move_right"):
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character.wall_ray_2.enabled = true
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else:
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character.wall_ray_2.enabled = false
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func can_wall_run():
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if character.wall_ray_1.is_colliding() or character.wall_ray_2.is_colliding() or character.wall_ray_3.is_colliding():
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return true
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func start_wall_running():
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var running_surface_normal
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var wall_run_direction
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if character.wall_ray_1.is_colliding():
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running_surface_normal = character.wall_ray_1.get_collision_normal()
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wall_run_direction = running_surface_normal.rotated(Vector3(0,1,0), deg_to_rad(90))
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elif character.wall_ray_2.is_colliding():
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running_surface_normal = character.wall_ray_2.get_collision_normal()
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wall_run_direction = running_surface_normal.rotated(Vector3(0,-1,0), deg_to_rad(90))
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print("SURFACE NORMAL : ", running_surface_normal)
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character.wall_run_direction = wall_run_direction
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character.wall_run_surface_normal = running_surface_normal
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Transitioned.emit(self,"wall running")
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@@ -58,6 +58,10 @@ var last_ground_pos
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## Movement
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var input_dir
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# Wall Running
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var wall_run_surface_normal
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var wall_run_direction
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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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@@ -433,17 +437,6 @@ func ladder_collide():
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else:
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gravity = level_control.gamemode.gravity
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func wall_jump():
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if can_wall_jump == true:
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if wall_ray_1.is_colliding() or wall_ray_2.is_colliding() or wall_ray_3.is_colliding():
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can_wall_jump = false
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wall_jump_timer.start()
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return true
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else:
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return false
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else:
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return false
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func _on_wall_jump_timer_timeout() -> void:
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can_wall_jump = true
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@@ -474,9 +467,6 @@ func grab_moveable(body):
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body.gravity_scale = 0
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moveable_holder.add_child(body)
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body.global_position = moveable_holder.global_position
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#for i in body.get_children():
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#if i.get_class() == "CollisionShape3D":
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#i.collision_layer = true
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held_item = body
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func hold_item(_delta):
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@@ -13,6 +13,8 @@ func Physics_Update(delta):
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standard_movement(delta)
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apply_gravity(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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character.jumps_remaining -= 1
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character.velocity.y += character.JUMP_VELOCITY
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@@ -23,3 +25,6 @@ func Physics_Update(delta):
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if character.is_on_floor():
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Transitioned.emit(self,"on foot")
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if can_wall_run():
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start_wall_running()
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21
scripts/player_wall_running.gd
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21
scripts/player_wall_running.gd
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@@ -0,0 +1,21 @@
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extends PlayerState
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class_name PlayerWallRunning
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func Physics_Update(delta):
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if character.is_on_floor():
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Transitioned.emit(self,"on foot")
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else:
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wall_run_movement(delta)
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apply_gravity(delta)
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if !can_wall_run():
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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_surface_normal).normalized() * 10
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func wall_run_movement(delta):
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if Input.is_action_pressed("move_up"):
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character.velocity.x = lerp(character.velocity.x,character.wall_run_direction.x * move_speed,delta * 7)
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character.velocity.z = lerp(character.velocity.z,character.wall_run_direction.z * move_speed,delta * 7)
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1
scripts/player_wall_running.gd.uid
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1
scripts/player_wall_running.gd.uid
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@@ -0,0 +1 @@
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uid://bgj2bqb5dys41
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