in the middle of working on crouch, very bugged rn

This commit is contained in:
derek
2025-06-16 13:30:50 -05:00
parent 7fe59a9ecc
commit d5d83c75f7
2 changed files with 10 additions and 29 deletions

View File

@@ -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)