Movement tightened up a bit

This commit is contained in:
2025-08-19 17:32:57 -05:00
parent 5cd8b8a04b
commit e74896527b
13 changed files with 156 additions and 155 deletions

125
entities/EntityMovement.gd Normal file
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@@ -0,0 +1,125 @@
class_name EntityMovement extends Node
const SPEED = 64.0
const FRICTION = 0.01
enum FacingDirection {
SOUTH = 0,
EAST = 1,
NORTH = 2,
WEST = 3
};
const FacingDirWalkAnimations = {
FacingDirection.SOUTH: "walk_south",
FacingDirection.EAST: "walk_east",
FacingDirection.NORTH: "walk_north",
FacingDirection.WEST: "walk_west"
};
const FacingDirAngle = {
FacingDirection.SOUTH: 0.0,
FacingDirection.EAST: PI / 2,
FacingDirection.NORTH: PI,
FacingDirection.WEST: -PI / 2
};
@export var body:CharacterBody3D
@export var rotate:Node3D
@export var sprite:AnimatedSprite3D
var facingDir:FacingDirection = FacingDirection.SOUTH
var inputDir:Vector2 = Vector2.ZERO
func _enter_tree() -> void:
if !sprite:
return
for dir in FacingDirWalkAnimations:
if sprite.animation != FacingDirWalkAnimations[dir]:
continue
facingDir = dir
break
func canMove() -> bool:
return true
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:
facingDir = FacingDirection.EAST
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:
facingDir = FacingDirection.EAST
elif inputDir.x < 0 && facingDir == FacingDirection.WEST:
facingDir = FacingDirection.WEST
else:
facingDir = FacingDirection.SOUTH
else:
facingDir = FacingDirection.SOUTH
elif inputDir.x > 0:
facingDir = FacingDirection.EAST
else:
facingDir = FacingDirection.WEST
sprite.animation = FacingDirWalkAnimations[facingDir]
func applyGravity() -> void:
if !body.is_on_floor():
body.velocity += PHYSICS.GRAVITY * get_process_delta_time()
func applyMovement() -> void:
if !canMove():
return
var cameraCurrent = get_viewport().get_camera_3d()
if !cameraCurrent:
return
# Use camera orientation for movement direction
var camBasis = cameraCurrent.global_transform.basis
# Forward and right vectors, ignore vertical component
var forward = -camBasis.z
forward.y = 0
forward = forward.normalized()
var right = camBasis.x
right.y = 0
right = right.normalized()
var directionAdjusted = (
forward * inputDir.y + right * inputDir.x
).normalized()
if directionAdjusted.length() <= 0.01:
return
if rotate:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
rotate.rotation.y = targetRot
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
func _physics_process(delta:float) -> void:
if !body:
return
applyGravity()
applyFriction(delta)
applyMovement()
applyFacingDir()
body.move_and_slide()

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@@ -0,0 +1 @@
uid://b38dxsome4kiq

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@@ -1,8 +1,9 @@
[gd_scene load_steps=12 format=3 uid="uid://kabs7mopalmo"] [gd_scene load_steps=13 format=3 uid="uid://kabs7mopalmo"]
[ext_resource type="Script" uid="uid://crw7ls7t8cwct" path="res://entities/npc/NPC.gd" id="1_00k55"] [ext_resource type="Script" uid="uid://crw7ls7t8cwct" path="res://entities/npc/NPC.gd" id="1_00k55"]
[ext_resource type="Script" uid="uid://cmwovncvo1n5o" path="res://entities/npc/NPCTest.gd" id="2_1seh5"] [ext_resource type="Script" uid="uid://cmwovncvo1n5o" path="res://entities/npc/NPCTest.gd" id="2_1seh5"]
[ext_resource type="Script" uid="uid://b00rxpveu3v4m" path="res://InteractableArea.gd" id="2_x8luf"] [ext_resource type="Script" uid="uid://b00rxpveu3v4m" path="res://InteractableArea.gd" id="2_x8luf"]
[ext_resource type="Script" uid="uid://tlfthv88ki0y" path="res://entities/npc/NPCMovement.gd" id="3_1seh5"]
[ext_resource type="Texture2D" uid="uid://xx3qp5xh7tgu" path="res://entities/player/Player.png" id="4_x8luf"] [ext_resource type="Texture2D" uid="uid://xx3qp5xh7tgu" path="res://entities/player/Player.png" id="4_x8luf"]
[sub_resource type="BoxShape3D" id="BoxShape3D_1seh5"] [sub_resource type="BoxShape3D" id="BoxShape3D_1seh5"]
@@ -70,22 +71,29 @@ script = ExtResource("1_00k55")
[node name="NPCTest" type="Node" parent="Scripts"] [node name="NPCTest" type="Node" parent="Scripts"]
script = ExtResource("2_1seh5") script = ExtResource("2_1seh5")
[node name="NPCMovement" type="Node" parent="Scripts" node_paths=PackedStringArray("body", "sprite")]
script = ExtResource("3_1seh5")
body = NodePath("../..")
sprite = NodePath("../../AnimatedSprite3D")
[node name="InteractableArea" type="Area3D" parent="."] [node name="InteractableArea" type="Area3D" parent="."]
script = ExtResource("2_x8luf") script = ExtResource("2_x8luf")
metadata/_custom_type_script = "uid://b00rxpveu3v4m" metadata/_custom_type_script = "uid://b00rxpveu3v4m"
[node name="CollisionShape3D" type="CollisionShape3D" parent="InteractableArea"] [node name="CollisionShape3D" type="CollisionShape3D" parent="InteractableArea"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 8, 0)
shape = SubResource("BoxShape3D_1seh5") shape = SubResource("BoxShape3D_1seh5")
[node name="AnimatedSprite3D" type="AnimatedSprite3D" parent="."] [node name="AnimatedSprite3D" type="AnimatedSprite3D" parent="."]
pixel_size = 1.0 pixel_size = 1.0
billboard = 1 axis = 1
double_sided = false double_sided = false
texture_filter = 0 texture_filter = 0
sprite_frames = SubResource("SpriteFrames_1seh5") sprite_frames = SubResource("SpriteFrames_1seh5")
animation = &"walk_west" animation = &"walk_west"
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 8.5, 0)
shape = SubResource("SphereShape3D_x8luf") shape = SubResource("SphereShape3D_x8luf")
[connection signal="interactEvent" from="InteractableArea" to="Scripts/NPCTest" method="onInteract"] [connection signal="interactEvent" from="InteractableArea" to="Scripts/NPCTest" method="onInteract"]

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@@ -0,0 +1 @@
class_name NPCMovement extends "res://entities/EntityMovement.gd"

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@@ -0,0 +1 @@
uid://tlfthv88ki0y

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@@ -69,10 +69,10 @@ script = ExtResource("1_24gqh")
[node name="Scripts" type="Node" parent="."] [node name="Scripts" type="Node" parent="."]
[node name="PlayerMovement" type="Node" parent="Scripts" node_paths=PackedStringArray("player", "rotated", "sprite")] [node name="PlayerMovement" type="Node" parent="Scripts" node_paths=PackedStringArray("body", "rotate", "sprite")]
script = ExtResource("2_o7et6") script = ExtResource("2_o7et6")
player = NodePath("../..") body = NodePath("../..")
rotated = NodePath("../../PlayerRotated") rotate = NodePath("../../PlayerRotated")
sprite = NodePath("../../AnimatedSprite3D") sprite = NodePath("../../AnimatedSprite3D")
[node name="PlayerInteraction" type="Node" parent="Scripts" node_paths=PackedStringArray("interactableArea", "player")] [node name="PlayerInteraction" type="Node" parent="Scripts" node_paths=PackedStringArray("interactableArea", "player")]
@@ -91,13 +91,15 @@ camera = NodePath("../../PlayerCamera")
target = NodePath("../..") target = NodePath("../..")
[node name="CollisionShape3D" type="CollisionShape3D" parent="."] [node name="CollisionShape3D" type="CollisionShape3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 8.5, 0)
shape = SubResource("SphereShape3D_4pwj0") shape = SubResource("SphereShape3D_4pwj0")
[node name="PlayerCamera" type="Camera3D" parent="."] [node name="PlayerCamera" type="Camera3D" parent="."]
[node name="AnimatedSprite3D" type="AnimatedSprite3D" parent="."] [node name="AnimatedSprite3D" type="AnimatedSprite3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0496178, 0, -0.00852585)
pixel_size = 1.0 pixel_size = 1.0
billboard = 1 axis = 1
double_sided = false double_sided = false
texture_filter = 0 texture_filter = 0
sprite_frames = SubResource("SpriteFrames_2rv2u") sprite_frames = SubResource("SpriteFrames_2rv2u")
@@ -108,5 +110,5 @@ animation = &"walk_south"
[node name="PlayerInteractableArea" type="Area3D" parent="PlayerRotated"] [node name="PlayerInteractableArea" type="Area3D" parent="PlayerRotated"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerRotated/PlayerInteractableArea"] [node name="CollisionShape3D" type="CollisionShape3D" parent="PlayerRotated/PlayerInteractableArea"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 10) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 8, 10)
shape = SubResource("BoxShape3D_g13of") shape = SubResource("BoxShape3D_g13of")

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@@ -1,121 +1,6 @@
class_name PlayerMovement extends Node class_name PlayerMovement extends "res://entities/EntityMovement.gd"
const SPEED = 64.0
const FRICTION = 0.01
enum FacingDirection {
SOUTH = 0,
EAST = 1,
NORTH = 2,
WEST = 3
};
const FacingDirWalkAnimations = {
FacingDirection.SOUTH: "walk_south",
FacingDirection.EAST: "walk_east",
FacingDirection.NORTH: "walk_north",
FacingDirection.WEST: "walk_west"
};
@export var player:CharacterBody3D
@export var rotated:Node3D
@export var sprite:AnimatedSprite3D
var facingDir:FacingDirection = FacingDirection.SOUTH
var inputDir:Vector2 = Vector2.ZERO
func _enter_tree() -> void:
if !sprite:
return
for dir in FacingDirWalkAnimations:
if sprite.animation != FacingDirWalkAnimations[dir]:
continue
facingDir = dir
break
func canMove() -> bool: func canMove() -> bool:
if PAUSE.isMovementPaused(): if PAUSE.isMovementPaused():
return false return false
return true return true
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:
facingDir = FacingDirection.EAST
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:
facingDir = FacingDirection.EAST
elif inputDir.x < 0 && facingDir == FacingDirection.WEST:
facingDir = FacingDirection.WEST
else:
facingDir = FacingDirection.SOUTH
else:
facingDir = FacingDirection.SOUTH
elif inputDir.x > 0:
facingDir = FacingDirection.EAST
else:
facingDir = FacingDirection.WEST
sprite.animation = FacingDirWalkAnimations[facingDir]
func applyGravity() -> void:
if !player.is_on_floor():
player.velocity += PHYSICS.GRAVITY * get_process_delta_time()
func applyMovement() -> void:
if !canMove():
return
# Use camera orientation for movement direction
var cam_basis = get_viewport().get_camera_3d().global_transform.basis
# Forward and right vectors, ignore vertical component
var forward = -cam_basis.z
forward.y = 0
forward = forward.normalized()
var right = cam_basis.x
right.y = 0
right = right.normalized()
var directionAdjusted = (
forward * inputDir.y + right * inputDir.x
).normalized()
if directionAdjusted.length() <= 0.01:
return
if rotated:
var targetRot = atan2(directionAdjusted.x, directionAdjusted.z)
rotated.rotation.y = targetRot
player.velocity.x = directionAdjusted.x * SPEED
player.velocity.z = directionAdjusted.z * SPEED
func applyFriction(delta:float) -> void:
player.velocity.x *= delta * FRICTION
player.velocity.z *= delta * FRICTION
func _physics_process(delta:float) -> void:
if !player:
return
var cameraCurrent = get_viewport().get_camera_3d()
if !cameraCurrent:
return
applyGravity()
applyFriction(delta)
applyMovement()
applyFacingDir()
player.move_and_slide()

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@@ -9,7 +9,7 @@
[node name="TestMapBase" parent="." instance=ExtResource("1_ox0si")] [node name="TestMapBase" parent="." instance=ExtResource("1_ox0si")]
[node name="Player" parent="." instance=ExtResource("2_0d2qr")] [node name="Player" parent="." instance=ExtResource("2_0d2qr")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.59, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 14.3947, 1.94879, -13.1025)
[node name="NPC" parent="." instance=ExtResource("3_0vfw4")] [node name="NPC" parent="." instance=ExtResource("3_0vfw4")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.33181, 0.554601, 0.508184) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.30029, 4.06806, 0.563562)

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@@ -1,10 +1,14 @@
[gd_scene load_steps=4 format=3 uid="uid://cluuhtfjeodwb"] [gd_scene load_steps=5 format=3 uid="uid://cluuhtfjeodwb"]
[ext_resource type="Material" uid="uid://chuogedj81c5" path="res://materials/WorldMaterial.tres" id="1_x4ibw"] [ext_resource type="Texture2D" uid="uid://cu1hvpqmqn31n" path="res://icon.svg" id="1_x4ibw"]
[sub_resource type="PlaneMesh" id="PlaneMesh_owt5q"] [sub_resource type="PlaneMesh" id="PlaneMesh_owt5q"]
size = Vector2(200, 200) size = Vector2(200, 200)
[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_52cv7"]
shading_mode = 0
albedo_texture = ExtResource("1_x4ibw")
[sub_resource type="BoxShape3D" id="BoxShape3D_x4ibw"] [sub_resource type="BoxShape3D" id="BoxShape3D_x4ibw"]
size = Vector3(200, 0.1, 200) size = Vector3(200, 0.1, 200)
@@ -15,7 +19,7 @@ size = Vector3(200, 0.1, 200)
[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"] [node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
mesh = SubResource("PlaneMesh_owt5q") mesh = SubResource("PlaneMesh_owt5q")
skeleton = NodePath("../..") skeleton = NodePath("../..")
surface_material_override/0 = ExtResource("1_x4ibw") surface_material_override/0 = SubResource("StandardMaterial3D_52cv7")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"] [node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
shape = SubResource("BoxShape3D_x4ibw") shape = SubResource("BoxShape3D_x4ibw")

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@@ -1,10 +0,0 @@
[gd_resource type="ShaderMaterial" load_steps=3 format=3 uid="uid://chuogedj81c5"]
[ext_resource type="Shader" uid="uid://be6ueh411xro5" path="res://materials/WorldMaterialShader.gdshader" id="1_76gxt"]
[ext_resource type="Texture2D" uid="uid://cu1hvpqmqn31n" path="res://icon.svg" id="2_7os1f"]
[resource]
render_priority = 0
shader = ExtResource("1_76gxt")
shader_parameter/text = ExtResource("2_7os1f")
shader_parameter/color = Color(1, 1, 1, 1)

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@@ -1,15 +0,0 @@
shader_type spatial;
render_mode unshaded;
uniform sampler2D text;
uniform vec4 color: source_color = vec4(1.0, 1.0, 1.0, 1.0);
//void vertex() {
//
//}
void fragment() {
vec4 tex_color = texture(text, UV);
ALBEDO = tex_color.rgb * color.rgb;
ALPHA = tex_color.a * color.a;
}

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@@ -1 +0,0 @@
uid://be6ueh411xro5

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@@ -1,3 +1,3 @@
class_name GamePhysicsSingleton extends Node class_name GamePhysicsSingleton extends Node
const GRAVITY = Vector3.DOWN * 9.8 const GRAVITY = Vector3.DOWN * 100