godot-plateformer/addons/reedcomponent/locomotion/jump_locomotion.gd

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'''Agens移动控制组件
Extra:
jump()
stop_jump()
walL_jump()
'''
class_name JumpLocomotionComponent extends LocomotionComponent
# <-- JUMP & FALL PROPOTIY -->
@export_category("Jump Properties")
##跳跃力度,在调用跳跃方法时自动处理为负,无需 * -1
@export var jump_force : float = 280
##跳跃极限时间,超过这个时间则无法继续监听跳跃输入
@export var jump_hold_maxium_time : float = .18
##跳跃时对移动输入的补正
@export var jump_horizontal_Boost : float = 80
##Jump时是否还需要受到重力影响
@export var jump_effected_by_gravity : bool = true
##半重力触发阈值,当速度小于这个数值时,会将角色的重力减半
@export var light_gravity_threshold: float = 80
##半重力乘量,默认.5
@export var light_gravity_mult: float = .5
@export_category("Wall Properties")
##如果apply则在墙壁下滑时会额外受到摩擦而保持wall slide speed
@export var apply_wall_slide_gravity: bool = true
##在墙壁下滑时的速度最大值
@export var wall_slide_fall_maxium_speed: float = 105
@export var wall_jump_base_force_x : float = 380
@export var wall_jump_base_force_y : float = -1
var _jump_timer : float
var _is_jumping : bool = false
var _is_wall_jumping: bool = false
##跳跃
func jump() -> bool:
if _is_jumping : return false
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##如果是同方向的,则
if sign(characterbody.velocity.x) * sign(_movement_input) > 0:
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#给与一个跳跃的补正速度
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characterbody.velocity.x += _movement_input * jump_horizontal_Boost * .7
else:
characterbody.velocity.x = _movement_input * jump_horizontal_Boost # 跳跃的水平补正速度
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_jump_timer = jump_hold_maxium_time
_is_jumping = true
characterbody.velocity.y = _get_jump_force()
return true
##停止跳跃,实际的功能是重置跳跃相关的标识符
func stop_jump() -> void:
_is_jumping = false
_is_wall_jumping = false
##墙跳
func wall_jump() -> void:
if not characterbody.is_on_wall_only(): return
characterbody.velocity.x = characterbody.get_wall_normal().x * wall_jump_base_force_x #基础的wall jump force
characterbody.velocity.y = _get_jump_force()
_jump_timer = jump_hold_maxium_time
_is_jumping = true
_is_wall_jumping = true
func _update_gravity(delta: float) -> void:
if _jump_timer >= 0:
if _is_jumping:
characterbody.velocity.y = _get_jump_force()
_jump_timer -= delta
#如果不希望jump时受到重力影响可以关闭此开关
if not jump_effected_by_gravity: return
super._update_gravity(delta)
##重写重力乘量函数
func _get_gravity_scale() -> float:
var c = absf(characterbody.velocity.y) <= light_gravity_threshold && _is_jumping
return light_gravity_mult if c else default_gravity_scale
##重写最大下落速度
func _get_max_fall_speed() -> float:
var wall_normal_x = characterbody.get_wall_normal().x
if -1 * sign(_movement_input) == wall_normal_x and characterbody.is_on_wall():
return wall_slide_fall_maxium_speed
else:
return fall_maxium_speed
##设定jump的力度
func _get_jump_force() -> float:
var result: float = jump_force
if _is_wall_jumping and wall_jump_base_force_y > 0:
result = wall_jump_base_force_y
return -1.0 * result