A team game with an emphasis on movement (with no shooting), inspired by Overwatch and Zineth
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  1. extends "res://scripts/player.gd"
  2. const wallride_speed_necessary = 2
  3. const wallride_leap_height = 14
  4. const wallride_leap_side = 8
  5. var since_on_wall = 0
  6. var last_wall_normal = Vector3()
  7. var wallride_forgiveness = .150
  8. func control_player(state):
  9. .control_player(state)
  10. wallride(state)
  11. func wallride(state):
  12. var ray = get_node("Ray")
  13. var vel = state.get_linear_velocity()
  14. # If our feet aren't touching, but we are colliding, we are wall-riding
  15. if !ray.is_colliding() and get_colliding_bodies() and vel.length() > wallride_speed_necessary:
  16. last_wall_normal = state.get_contact_local_normal(0)
  17. # Make sure it isn't the floor
  18. if last_wall_normal.dot(Vector3(0,1,0)) < 0.95:
  19. since_on_wall = 0
  20. else:
  21. since_on_wall += state.get_step()
  22. debug_node.set_text(str(since_on_wall < wallride_forgiveness))
  23. if since_on_wall < wallride_forgiveness:
  24. # Add zero gravity
  25. set_gravity_scale(0)
  26. # Remove any momentum we may have
  27. state.set_linear_velocity(Vector3(vel.x, 0, vel.z))
  28. # Because 1/2 of our energy is wasted in the wall, get more forwards/backwards here:
  29. var aim = get_node("Yaw").get_global_transform().basis
  30. if Input.is_action_pressed("move_forwards"):
  31. apply_impulse(Vector3(), -air_accel * aim[2] * get_mass())
  32. if Input.is_action_pressed("move_backwards"):
  33. apply_impulse(Vector3(), air_accel * aim[2] * get_mass())
  34. # Allow jumping (for wall hopping!)
  35. if Input.is_action_just_pressed("jump"):
  36. var jump_impulse = wallride_leap_side * last_wall_normal
  37. jump_impulse.y += wallride_leap_height
  38. set_gravity_scale(1) # Jumping requires gravity
  39. state.apply_impulse(Vector3(), jump_impulse * get_mass())
  40. else:
  41. # We need to return to falling (we aren't riding anymore)
  42. set_gravity_scale(1)
  43. state.integrate_forces()