Just making things work again

This commit is contained in:
2025-08-30 21:38:53 -05:00
parent 6f1defb3da
commit 3ccf4ebabb
10 changed files with 102 additions and 44 deletions

View File

@@ -1,6 +1,6 @@
@tool
class_name EntityMovement extends Node
const SPEED = 64.0
const FRICTION = 0.01
enum FacingDirection {
@@ -24,61 +24,65 @@ const FacingDirAngle = {
FacingDirection.WEST: -PI / 2
};
var _inputDir:Vector2 = Vector2.ZERO
var _facingDir:FacingDirection = FacingDirection.SOUTH
var _running:bool = false
@export var body:CharacterBody3D
@export var rotate:Node3D
@export var sprite:AnimatedSprite3D
@export var walkSpeed:float = 48.0
@export var runSpeed:float = 64.0
@export var facingDir:FacingDirection = FacingDirection.SOUTH:
set(value):
_facingDir = value
_updateSprite()
get:
return _facingDir
var facingDir:FacingDirection = FacingDirection.SOUTH
var inputDir:Vector2 = Vector2.ZERO
func _enter_tree() -> void:
if !sprite:
#
# Private Methods
#
func _updateSprite() -> void:
if !sprite || sprite.animation == FacingDirWalkAnimations[facingDir]:
return
for dir in FacingDirWalkAnimations:
if sprite.animation != FacingDirWalkAnimations[dir]:
continue
facingDir = dir
break
sprite.animation = FacingDirWalkAnimations[facingDir]
func canMove() -> bool:
return true
func applyFacingDir() -> void:
if !sprite || inputDir.length() <= 0.01:
func _applyFacingDir() -> void:
if !sprite || _inputDir.length() <= 0.01:
return
if inputDir.y > 0:
if facingDir != FacingDirection.NORTH && inputDir.x != 0:
if inputDir.x > 0 && facingDir == FacingDirection.EAST:
if _inputDir.y > 0:
if facingDir != FacingDirection.NORTH && _inputDir.x != 0:
if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
facingDir = FacingDirection.EAST
elif inputDir.x < 0 && facingDir == FacingDirection.WEST:
elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
facingDir = FacingDirection.WEST
else:
facingDir = FacingDirection.NORTH
else:
facingDir = FacingDirection.NORTH
elif inputDir.y < 0:
if facingDir != FacingDirection.SOUTH && inputDir.x != 0:
if inputDir.x > 0 && facingDir == FacingDirection.EAST:
elif _inputDir.y < 0:
if facingDir != FacingDirection.SOUTH && _inputDir.x != 0:
if _inputDir.x > 0 && facingDir == FacingDirection.EAST:
facingDir = FacingDirection.EAST
elif inputDir.x < 0 && facingDir == FacingDirection.WEST:
elif _inputDir.x < 0 && facingDir == FacingDirection.WEST:
facingDir = FacingDirection.WEST
else:
facingDir = FacingDirection.SOUTH
else:
facingDir = FacingDirection.SOUTH
elif inputDir.x > 0:
elif _inputDir.x > 0:
facingDir = FacingDirection.EAST
else:
facingDir = FacingDirection.WEST
sprite.animation = FacingDirWalkAnimations[facingDir]
func applyGravity() -> void:
func _applyGravity() -> void:
if !body.is_on_floor():
body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
func applyMovement() -> void:
func _applyMovement() -> void:
if !canMove():
return
@@ -98,7 +102,7 @@ func applyMovement() -> void:
right = right.normalized()
var directionAdjusted = (
forward * inputDir.y + right * inputDir.x
forward * _inputDir.y + right * _inputDir.x
).normalized()
if directionAdjusted.length() <= 0.01:
return
@@ -107,19 +111,38 @@ func applyMovement() -> void:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
rotate.rotation.y = targetRot
body.velocity.x = directionAdjusted.x * SPEED
body.velocity.z = directionAdjusted.z * SPEED
var speed = walkSpeed
if _running:
speed = runSpeed
func applyFriction(delta:float) -> void:
body.velocity.x = directionAdjusted.x * speed
body.velocity.z = directionAdjusted.z * speed
func _applyFriction(delta:float) -> void:
body.velocity.x *= delta * FRICTION
body.velocity.z *= delta * FRICTION
#
# Protected Methods
#
func canMove() -> bool:
return true
#
# Callbacks
#
func _enter_tree() -> void:
_updateSprite()
func _physics_process(delta:float) -> void:
if Engine.is_editor_hint():
return
if !body:
return
applyGravity()
applyFriction(delta)
applyMovement()
applyFacingDir()
_applyGravity()
_applyFriction(delta)
_applyMovement()
_applyFacingDir()
body.move_and_slide()

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@@ -1 +1,2 @@
class_name NPCMovement extends "res://entities/EntityMovement.gd"
@tool
class_name NPCMovement extends "res://entity/EntityMovement.gd"

View File

@@ -1 +1,31 @@
@tool
class_name Player extends CharacterBody3D
@export var _movement:PlayerMovement
@export var facingDirection:EntityMovement.FacingDirection:
set(value):
if _movement:
_movement.facingDir = value
get:
if _movement:
return _movement.facingDir
return EntityMovement.FacingDirection.SOUTH
@export var walkSpeed:float = 48.0:
set(value):
if _movement:
_movement.walkSpeed = value
get:
if _movement:
return _movement.walkSpeed
return 48.0
@export var runSpeed:float = 64.0:
set(value):
if _movement:
_movement.runSpeed = value
get:
if _movement:
return _movement.runSpeed
return 64.0

View File

@@ -64,8 +64,9 @@ animations = [{
[sub_resource type="BoxShape3D" id="BoxShape3D_g13of"]
size = Vector3(10, 16, 8)
[node name="Player" type="CharacterBody3D"]
[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("_movement")]
script = ExtResource("1_24gqh")
_movement = NodePath("Scripts/PlayerMovement")
[node name="Scripts" type="Node" parent="."]

View File

@@ -10,4 +10,4 @@ func _process(delta: float) -> void:
if Input.is_action_just_pressed("interact"):
interaction.interact()
movement.inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()
movement._inputDir = Input.get_vector("move_left", "move_right", "move_back", "move_forward").normalized()

View File

@@ -1,4 +1,5 @@
class_name PlayerMovement extends "res://entities/EntityMovement.gd"
@tool
class_name PlayerMovement extends "res://entity/EntityMovement.gd"
func canMove() -> bool:
if PAUSE.isMovementPaused():

View File

@@ -10,6 +10,7 @@
[node name="Player" parent="." instance=ExtResource("2_0d2qr")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.3947, 1.94879, -13.1025)
facingDirection = 1
[node name="NPC" parent="." instance=ExtResource("3_0vfw4")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.30029, 4.06806, 0.563562)

View File

@@ -11,6 +11,7 @@ func _exit_tree() -> void:
push_error("RootScene should not be removed from the scene tree. This is a bug.")
func onSceneChange(newScene:SceneSingleton.SceneType) -> void:
print("overworld", overworld)
remove_child(overworld)
remove_child(initial)

View File

@@ -18,7 +18,7 @@ func _exit_tree() -> void:
TRANSITION.fadeOutEnd.disconnect(onFadeOutEnd)
TRANSITION.fadeInEnd.disconnect(onFadeInEnd)
func _process(delta:float) -> void:
func _process(_delta:float) -> void:
if(!isMapChanging()):
return

View File

@@ -30,7 +30,7 @@ func _parseAdvancedText() -> void:
key = tr(key)
self.text = processInputTags(key)
func processInputTags(text:String) -> String:
func processInputTags(_text:String) -> String:
var regex = RegEx.new()
regex.compile(r"\[input action=(.*?)\](.*?)\[/input\]")
var result = text