From d5d83c75f7ca4c7ed1601ea386054c3bc3375999 Mon Sep 17 00:00:00 2001 From: derek Date: Mon, 16 Jun 2025 13:30:50 -0500 Subject: [PATCH] in the middle of working on crouch, very bugged rn --- assets/player.tscn | 8 ++------ scripts/player.gd | 31 ++++++++----------------------- 2 files changed, 10 insertions(+), 29 deletions(-) diff --git a/assets/player.tscn b/assets/player.tscn index 1ab6e06..3f98406 100644 --- a/assets/player.tscn +++ b/assets/player.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=42 format=3 uid="uid://drwae3loscbw7"] +[gd_scene load_steps=41 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"] @@ -9,7 +9,6 @@ [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://dac0eeav1jped" path="res://scripts/player_falling.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"] @@ -153,12 +152,9 @@ script = ExtResource("4_67mtf") move_speed = 5.0 move_transition_speed = 4.0 -[node name="Jumping" type="Node" parent="States"] +[node name="In Air" type="Node" parent="States"] script = ExtResource("5_m0ick") -[node name="Falling" type="Node" parent="States"] -script = ExtResource("6_1npgd") - [node name="Wall Running" type="Node" parent="States"] [node name="Ground Pound" type="Node" parent="States"] diff --git a/scripts/player.gd b/scripts/player.gd index 25144ac..e8253ae 100644 --- a/scripts/player.gd +++ b/scripts/player.gd @@ -25,9 +25,11 @@ const R_JOYSTICK_DEADZONE = 0.1 const L_JOYSTICK_DEADZONE = .2 const L_JOYSTICK_SENSITIVITY = .1 -var speed -var walk_transition_speed -var double_jump = true +#Jumping +const JUMP_VELOCITY = 7 +const MAX_JUMPS = 2 +var jumps_remaining + var air_dash var gravity var is_climbing = false @@ -144,7 +146,6 @@ func _ready(): health_indicator.size = Vector2(viewportWidth,viewportHeight) health_indicator.color = Color(0.471, 0, 0, 0) - speed = level_control.gamemode.walk_speed motion_lines.visible = false @@ -348,7 +349,6 @@ func _physics_process(delta): flashlight_toggle() hold_item(delta) move_and_slide() - crouch(delta) weapon_tilt(input_dir, delta) weapon_sway(delta) weapon_bob(velocity.length(), delta) @@ -413,20 +413,6 @@ func punch(): held_item.linear_velocity += interact_ray.global_transform.basis * Vector3(0,0, -KICK_AMOUNT) release_moveable() -func crouch(delta): - if crouched: - #crouching_collision.disabled = false - standing_collision.disabled = true - if head.position != CROUCHED_POS: - head.position = lerp(head.position, CROUCHED_POS, delta * 8) - speed = CROUCH_SPEED - else: - standing_collision.disabled = false - #crouching_collision.disabled = true - if head.position != STAND_POS: - head.position = lerp(head.position, STAND_POS, delta * 8) - speed = level_control.gamemode.walk_speed - func _headbob(time) -> Vector3: var pos = Vector3.ZERO pos.y = sin(time * BOB_FREQ) * BOB_AMP @@ -602,11 +588,10 @@ func weapon_bob(vel : float, delta): if gun != null and !ads and !gun.weapon_info.ads: weapon_holder.global_position.y += -clamp(velocity.y * .15,-1,1) * delta if vel > 2 and is_on_floor(): - var speed_adjust = speed/level_control.gamemode.walk_speed var bob_amount : float = 0.05 - var bob_freq : float = 0.01 * speed_adjust - weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, speed * delta) - weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, speed * delta) + var bob_freq : float = 0.01 + weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, velocity.length() * delta) + weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, velocity.length() * delta) else: weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y, .1 * delta) weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)