godot-plateformer/_player/player_locomotion.gd

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class_name CelesteLocomotionComponent extends JumpLocomotionComponent
#region 冲刺相关参数
@export_category("Dash Properties")
##最大的冲刺次数
@export var maxium_dash_count:int = 1
##Dash时的速度
@export var dash_speed: float = 240
##结束Dash的速度
@export var end_dash_speed: float = 160
##Dash的冷却时间
@export var dash_cold_down: float = .2
##是否在组件ready时自动补充所有的Dash次数
@export var auto_recover_dash_count_at_ready: bool = true
#endregion
#region 攀爬相关参数
@export_category("Climb Properties")
##角色最大耐力
@export var climb_max_stamina: float
##角色向上时的速度
@export var climb_max_speed_upward: float = 45.0
##角色向下时的速度
@export var climb_max_speed_downward: float = 80.0
##角色速度变化时的最大加速度
@export var climb_acceleration: float = 900.0
##攀爬到顶点时候的自动代偿速度X
@export var climb_hop_velocity_x: float = 80
##攀爬到顶点时候的自动代偿速度Y
@export var climb_hop_velocity_y: float = 160
##攀爬跳的速度X
@export var climb_jump_velocity_x: float = 160
##攀爬跳的速度Y
@export var climb_jump_velocity_y: float = 160
##攀爬跳的最大可输入时长
@export var climb_jump_time: float = .14
#endregion
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#region Custom Move (拉扯移動)
@export_category("Custom Move")
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##進行自定義運動時,移動的拉力
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@export var custom_move_force: float = 25.0
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##進行自定義運動時,移動的最大速度
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@export var custom_move_max_speed: float = 420.0
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##進行自定義運動時,如果于目標點小於此距離,則會解除自定義運動
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@export var custom_move_stop_distance: float = 4.0
var _custom_move_target_node: Node = null
var _is_custom_moving: bool = false
signal hook_released
#endregion
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#region 冲刺field
var last_dash_count: int
##此变量为总开关如果关闭则在物理更新里无论如何也是不会更新Dash的这里默认为false因为Dash需要手动触发最好不要常开
var can_dash: bool = false
var _dash_direction: Vector2 #存储Dash的Direction
signal dash_count_changed(count: int)
signal dash_brusted
signal dash_prepared
#endregion
#region 攀爬field
var can_climb: bool = false
var _climb_input: float
var _climb_hop_flag: bool = false
var _is_climb_jumping: bool = false
#endregion
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func _init_component() -> void:
super._init_component()
if auto_recover_dash_count_at_ready:
full_recover_dash_count()
func _physics_process(delta: float) -> void:
if Engine.is_editor_hint():
return
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if _is_custom_moving:
_update_custom_move(delta)
characterbody.move_and_slide()
return
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if can_climb:
_update_climb(delta)
characterbody.move_and_slide() #移动更新
return
if can_dash:
characterbody.move_and_slide()
return
super._physics_process(delta)
func _update_climb(delta) -> void:
var target_abs: float
#更新目标速度
if sign(_climb_input) == .0:
target_abs = 0
elif sign(_climb_input) > 0:
target_abs = climb_max_speed_downward
else:
target_abs = climb_max_speed_upward
var target = target_abs * _climb_input
characterbody.velocity.y = speed_approach(characterbody.velocity.y,target,climb_acceleration * delta)
func _update_dash(delta) -> void:
return
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##特殊移動
func _custom_move_to(target_node: Node) -> bool:
if target_node == null:
return false
# 要求目標至少能提供 global_position2D 常見)
if not ("global_position" in target_node):
push_warning("custom_move target_node has no global_position.")
return false
_custom_move_target_node = target_node
_is_custom_moving = true
# 進入自定義移動時,關掉其他行為(按你需求可調)
can_dash = false
can_climb = false
return true
## 停止特殊移動Custom Move
func stop_custom_move(
force_stop_velocity: bool = true,
clear_target: bool = true
) -> void:
if not _is_custom_moving:
return
_is_custom_moving = false
if clear_target:
_custom_move_target_node = null
if force_stop_velocity:
characterbody.velocity = Vector2.ZERO
##預製的保留速度的hook stop
func _release_hook_keep_momentum() -> void:
stop_custom_move(false)
hook_released.emit()
##特殊移動更新函數
func _update_custom_move(delta: float) -> void:
if not _is_custom_moving:
return
# 目標被刪掉/釋放了
if _custom_move_target_node == null or not is_instance_valid(_custom_move_target_node):
_is_custom_moving = false
_custom_move_target_node = null
return
var target_pos: Vector2 = _custom_move_target_node.global_position
var pos: Vector2 = characterbody.global_position
var to_target := target_pos - pos
var distance := to_target.length()
if distance <= custom_move_stop_distance:
_is_custom_moving = false
_custom_move_target_node = null
characterbody.velocity = Vector2.ZERO
return
var dir := to_target / distance
# 拉扯加速度:距離越遠越快(“被拉過去”的感覺)
var acceleration := dir * distance * custom_move_force
characterbody.velocity += acceleration * delta
# 限制最大速度
var v_len := characterbody.velocity.length()
if v_len > custom_move_max_speed:
characterbody.velocity = characterbody.velocity / v_len * custom_move_max_speed
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##整合之后的函数如果不需要额外的逻辑可以直接通过这个触发Dash
func integrate_dash(dash_dir: Vector2) -> bool:
if not predash(dash_dir):
return false
await get_tree().process_frame #等待一帧
brust_dash()
return true
##dash函数输入一个Dash的方向返回是否成功
func brust_dash() -> bool:
var old: Vector2 = characterbody.velocity;
var burst: Vector2 = _dash_direction.normalized() * dash_speed;
if sign(old.x) == sign(burst.x) and abs(old.x) > abs(burst.x):
burst.x = old.x
characterbody.velocity = burst
dash_brusted.emit()
return true
##dash准备函数需要在dash的前一帧触发
func predash(dash_dir: Vector2) -> bool:
if not get_can_dash():
return false
dash_prepared.emit()
last_dash_count = maxi(last_dash_count -1,0)
can_dash = true
_dash_direction = dash_dir
return true
##停止Dash实际上是关闭Dash标识符
func stop_dash(force_stop: bool = false) -> void:
if force_stop:
characterbody.velocity = Vector2.ZERO
characterbody.move_and_slide()
can_dash = false
##完全回复的Dash次数
func full_recover_dash_count() -> void:
dash_count_changed.emit(last_dash_count)
last_dash_count = maxium_dash_count
##回复指定数量的Dash次数
func recover_dash_count(recover_count : int) -> void:
last_dash_count = clampi(last_dash_count+ recover_count, 0,maxium_dash_count)
##子类可以重写此方法以自定义Dash的条件
func get_can_dash() -> bool:
return last_dash_count > 0
##添加攀爬的输入
func add_climb_input(input: float) -> bool:
_climb_input = input
return true
##开始攀爬
func start_climb(force_reset: bool = false) -> void:
if force_reset:
characterbody.velocity = Vector2.ZERO
characterbody.move_and_slide()
can_climb = true
##终止攀爬
func suspend_climb() -> void:
can_climb = false
##攀爬补充跳跃
func climb_hop() -> void:
_climb_hop_flag = true
characterbody.velocity = Vector2(climb_hop_velocity_x * Player.get_direction_vector(characterbody.direction).x,-1 * climb_hop_velocity_y)
func start_climb_jump() -> bool:
if _is_jumping : return false
#给与一个跳跃的补正速度
characterbody.velocity.x = _movement_input * climb_jump_velocity_x # 跳跃的水平补正速度
_jump_timer = climb_jump_time
_is_jumping = true
_is_climb_jumping = true
can_climb = false #取消掉原本的climb如果后续重新触发climb则重新判断
characterbody.velocity.y = _get_jump_force()
return true
func stop_climb_jump() -> void:
_is_jumping = false
_is_climb_jumping = false
func _get_jump_force() -> float:
if _is_climb_jumping:
return -1 * climb_jump_velocity_y
return super._get_jump_force()