space-vroom

A SkyRoads clone with only one boring "level" written in Godot Engine version 3.
git clone https://kaka.farm/~git/spacevroom
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commit afbf7399343845fb50020cc0d739d4c982554c8b
parent befbf8bdbfe4ce523ee78f6ae6388981e7e101a2
Author: Yuval Langer <yuvallangerontheroad@gmail.com>
Date:   Tue, 21 Sep 2021 21:24:38 +0300

Add four RayCast to the lower corners of the player to better detect the floor and avoid high gravity jittery bug.

Diffstat:
MConstants.gd | 7+++++--
MPlayer.gd | 37++++++++++++++++++++++++++++++++-----
MPlayer.tscn | 16++++++++++++++++
3 files changed, 53 insertions(+), 7 deletions(-)

diff --git a/Constants.gd b/Constants.gd @@ -1,11 +1,14 @@ extends Node +const on_floor_maximum_distance := 0.1 + const road_box_dimensions: Vector3 = Vector3(0.35, 0.5, 0.95) -const fall_acceleration: float = 0.5 -const jump_impulse: float = 7.0 +const fall_acceleration: float = 50.0 +const on_the_floor_fall_acceleration: float = 1.0 +const jump_impulse: float = 10.0 const maximum_forward_speed: float = 20.0 const forward_speed_increment: float = 0.5 const side_speed: float = 1.0 diff --git a/Player.gd b/Player.gd @@ -1,10 +1,17 @@ extends KinematicBody +onready var ray_cast1: RayCast = $RayCast1 +onready var ray_cast2: RayCast = $RayCast2 +onready var ray_cast3: RayCast = $RayCast3 +onready var ray_cast4: RayCast = $RayCast4 + + var velocity: Vector3 = Vector3.ZERO var driving_speed: float = 0 var direction: int = 0 var last_pressed_direction: String = "" +var on_floor_flag: bool = false signal speed_changed @@ -19,13 +26,27 @@ func _ready() -> void: print_debug(forward_speed_change_timer.time_left) +func is_near_floor(ray_cast: RayCast) -> bool: + if ray_cast.is_colliding(): + var origin := ray_cast.global_transform.origin + var collision_point := ray_cast.get_collision_point() + var distance := origin.distance_to(collision_point) + return distance <= Constants.on_floor_maximum_distance + return false + + func _physics_process(delta: float) -> void: - var collision = move_and_collide(velocity, true, true, true) + var near_floor := (is_near_floor(ray_cast1) + or is_near_floor(ray_cast2) + or is_near_floor(ray_cast3) + or is_near_floor(ray_cast4)) + + var collision := move_and_collide(velocity, true, true, true) if collision: - var collider = collision.collider + var collider := collision.collider if collider.is_in_group("goal"): emit_signal("reached_goal") - if is_on_floor(): + if on_floor_flag: direction = 0 if ( (not Input.is_action_just_pressed("ui_right")) or @@ -78,9 +99,15 @@ func _physics_process(delta: float) -> void: velocity.x = direction * Constants.side_speed velocity.z = -driving_speed - if is_on_floor() and Input.is_action_just_pressed("jump"): + if is_on_floor(): + on_floor_flag = true + if on_floor_flag and Input.is_action_just_pressed("jump"): velocity.y += Constants.jump_impulse - velocity.y -= Constants.fall_acceleration + on_floor_flag = false + if near_floor: + velocity.y -= Constants.on_the_floor_fall_acceleration * delta + else: + velocity.y -= Constants.fall_acceleration * delta velocity = move_and_slide(velocity, Vector3.UP) diff --git a/Player.tscn b/Player.tscn @@ -24,3 +24,19 @@ shape = SubResource( 2 ) [node name="ForwardSpeedChangeTimer" type="Timer" parent="."] wait_time = 0.2 one_shot = true + +[node name="RayCast1" type="RayCast" parent="."] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.125, -0.075, 0.15 ) +enabled = true + +[node name="RayCast2" type="RayCast" parent="."] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -0.125, -0.075, 0.15 ) +enabled = true + +[node name="RayCast3" type="RayCast" parent="."] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.125, -0.075, -0.15 ) +enabled = true + +[node name="RayCast4" type="RayCast" parent="."] +transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -0.125, -0.075, -0.15 ) +enabled = true