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extends "res://scripts/player.gd"
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const wallride_speed_necessary = 1.5
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const wallride_leap_height = 45
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const wallride_leap_side = 6
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const wallride_leap_build = 0
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var since_on_wall = 0
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var last_wall_normal = Vector3()
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var wallride_forgiveness = .3
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func _ready():
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._ready()
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walk_speed *= 0.8
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air_accel *= 1.5
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jump_speed *= 1
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air_speed_build *= 2
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# Since movement is the only ability of this hero, it builds charge more
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movement_charge *= 2
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func control_player(state):
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var original_speed = walk_speed
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var original_accel = air_accel
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var boost_strength = 2
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var boost_drain = 25 # Recall increased charge must be factored in
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var cost = boost_drain * state.step
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if get_node("MasterOnly/Boost").is_pressed() and charge > cost:
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walk_speed *= 2
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air_accel *= 3
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build_charge(-cost)
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.control_player(state)
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wallride(state)
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walk_speed = original_speed
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air_accel = original_accel
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func wallride(state):
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var ray = get_node("Ray")
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var vel = state.get_linear_velocity()
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# If our feet aren't touching, but we are colliding, we are wall-riding
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if !ray.is_colliding() and get_colliding_bodies() and vel.length() > wallride_speed_necessary:
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last_wall_normal = state.get_contact_local_normal(0)
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# Make sure it isn't the floor
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if last_wall_normal.dot(Vector3(0,1,0)) < 0.95:
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since_on_wall = 0
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else:
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since_on_wall += state.get_step()
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if since_on_wall < wallride_forgiveness:
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# Add zero gravity
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set_gravity_scale(0)
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# Remove any momentum we may have
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state.set_linear_velocity(Vector3(vel.x, 0, vel.z))
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# Because 1/2 of our energy is wasted in the wall, get more forwards/backwards here:
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var aim = get_node("Yaw").get_global_transform().basis
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if Input.is_action_pressed("move_forwards"):
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apply_impulse(Vector3(), -air_accel * aim[2] * get_mass())
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if Input.is_action_pressed("move_backwards"):
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apply_impulse(Vector3(), air_accel * aim[2] * get_mass())
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# Allow jumping (for wall hopping!)
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if Input.is_action_just_pressed("jump"):
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var build_factor = 1 + charge * wallride_leap_build
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var jump_impulse = build_factor * wallride_leap_side * last_wall_normal
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jump_impulse.y += build_factor * wallride_leap_height
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set_gravity_scale(1) # Jumping requires gravity
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state.apply_impulse(Vector3(), jump_impulse * get_mass())
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else:
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# We need to return to falling (we aren't riding anymore)
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set_gravity_scale(1)
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state.integrate_forces()
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