extends "res://scripts/player.gd" const wallride_speed_necessary = 2 const wallride_leap_height = 25 const wallride_leap_side = 6 const wallride_leap_build = 0.01 var since_on_wall = 0 var last_wall_normal = Vector3() var wallride_forgiveness = .150 func _ready(): ._ready() walk_speed *= 1 air_accel *= 1.5 walk_speed_build *= 2 air_speed_build *= 3 func control_player(state): .control_player(state) wallride(state) func wallride(state): var ray = get_node("Ray") var vel = state.get_linear_velocity() # If our feet aren't touching, but we are colliding, we are wall-riding if !ray.is_colliding() and get_colliding_bodies() and vel.length() > wallride_speed_necessary: last_wall_normal = state.get_contact_local_normal(0) # Make sure it isn't the floor if last_wall_normal.dot(Vector3(0,1,0)) < 0.95: since_on_wall = 0 else: since_on_wall += state.get_step() debug_node.set_text(str(since_on_wall < wallride_forgiveness)) if since_on_wall < wallride_forgiveness: # Add zero gravity set_gravity_scale(0) # Remove any momentum we may have state.set_linear_velocity(Vector3(vel.x, 0, vel.z)) # Because 1/2 of our energy is wasted in the wall, get more forwards/backwards here: var aim = get_node("Yaw").get_global_transform().basis if Input.is_action_pressed("move_forwards"): apply_impulse(Vector3(), -air_accel * aim[2] * get_mass()) if Input.is_action_pressed("move_backwards"): apply_impulse(Vector3(), air_accel * aim[2] * get_mass()) # Allow jumping (for wall hopping!) if Input.is_action_just_pressed("jump"): var build_factor = 1 + switch_charge * wallride_leap_build var jump_impulse = build_factor * wallride_leap_side * last_wall_normal jump_impulse.y += build_factor * wallride_leap_height set_gravity_scale(1) # Jumping requires gravity state.apply_impulse(Vector3(), jump_impulse * get_mass()) else: # We need to return to falling (we aren't riding anymore) set_gravity_scale(1) state.integrate_forces()