func get_camera_input_direction() -> Vector2:
- return Input.get_vector("camera-left", "camera-right", "camera-up", "camera-down")
+ return Input.get_vector(
+ "camera-left", "camera-right", "camera-up", "camera-down"
+ )
func get_player_input() -> InputPacket:
var p: InputPacket = InputPacket.new()
+
+ p.movement_direction = Input.get_vector(
+ "player-left", "player-right", "player-forward", "player-backward"
+ )
+ if p.movement_direction != Vector2.ZERO:
+ p.actions.append("walk")
+
if Input.is_action_just_pressed("player-dash"):
p.actions.append("dash")
- p.movement_direction = Input.get_vector("player-left", "player-right", "player-forward", "player-backward")
+
+ if p.actions.is_empty():
+ p.actions.append("idle")
+
return p
--- /dev/null
+extends Node
+class_name Move
+
+###
+# flags and variables here
+var player: CharacterBody3D
+var camera: Camera3D
+
+# enums are prioritized by order of list
+static var moves_priority: Dictionary = {
+ "idle": 0,
+ "walk": 1,
+ "dash": 2
+}
+
+static func moves_priority_sort(a: String, b: String):
+ return moves_priority[a] > moves_priority[b]
+
+###
+
+func should_enter(input: InputPacket) -> String:
+ print_debug("Function should_enter must be implemented in its child class!")
+ return ""
+
+
+func update(input: InputPacket, delta: float):
+ pass
+
+
+func on_enter_state():
+ pass
+
+
+func on_exit_state():
+ pass
--- /dev/null
+uid://c886t1c86q0m6
--- /dev/null
+extends Move
+class_name Dash
+
+
+func should_enter(input) -> String:
+ input.actions.sort_custom(moves_priority_sort)
+ return input.actions[0]
+
+
+func update(input: InputPacket, delta: float):
+ player.move_and_slide()
--- /dev/null
+uid://bdiks0m7vsn5w
--- /dev/null
+extends Move
+class_name Idle
+
+
+func should_enter(input) -> String:
+ input.actions.sort_custom(moves_priority_sort)
+ return input.actions[0]
--- /dev/null
+uid://bv5k167ugxmso
extends Node
class_name PlayerModel
+@onready var player: Player = $".."
+@onready var camera: Camera3D = %camera
-@export_group("Movement")
-@export var walk_speed := 8.0
-@export var dash_length := 10.0
-@export var air_speed := 3.0
-@export var acceleration := 30.0
-@export var rotation_speed := 10.0
-@export var idle_timeout := 5.0
+@onready var moves: Dictionary = {
+ "idle": $Idle,
+ "walk": $Walk,
+ "dash": $Dash
+}
+var current_move: Move
-var idle_time := 0.0
-var floor_normal := Vector3.ZERO
-var ground_slope_input := 0.0
-@onready var _player: Player = $".."
-@onready var _camera: Camera3D = %camera
+###
-
-func get_velocity_by_input(input_pkt: InputPacket, delta: float) -> Vector3:
- var new_velocity: Vector3 = _player.velocity
+func _ready() -> void:
+ current_move = moves["idle"]
- if _player.is_on_floor():
- # Get the XZ input direction based on player's input relative to the camera
- var forward := _camera.global_basis.z
- var right := _camera.global_basis.x
- var move_direction := (
- forward * input_pkt.movement_direction.y + right * input_pkt.movement_direction.x
- ).normalized()
- move_direction.y = 0
-
- # if we're not stuck, then it's okay to set the velocity
- floor_normal = _player.get_floor_normal()
- ground_slope_input = (PI / 2) - new_velocity.angle_to(floor_normal)
- new_velocity = new_velocity.move_toward(
- move_direction * (walk_speed + ground_slope_input * walk_speed),
- acceleration * delta
- )
- else:
- new_velocity += _player.get_gravity() * air_speed * delta
-
- return new_velocity
+ # assign player object to each move
+ for move in moves.values():
+ move.player = player
+ move.camera = camera
+
+
+func update(input: InputPacket, delta: float):
+ var relevent_move = current_move.should_enter(input)
+ if not relevent_move.is_empty():
+ switch_to(relevent_move)
+ current_move.update(input, delta)
+
+
+func switch_to(state: String):
+ current_move.on_exit_state()
+ current_move = moves[state]
+ current_move.on_enter_state()
class_name Player
+@export_group("Movement")
+@export var walk_speed := 8.0
+@export var dash_length := 10.0
+@export var air_speed := 3.0
+@export var acceleration := 30.0
+@export var rotation_speed := 10.0
+@export var idle_timeout := 5.0
+
+var idle_time := 0.0
+var floor_normal := Vector3.ZERO
+var ground_slope_input := 0.0
+
@onready var _input: InputHandler = %Input
@onready var _model: PlayerModel = %Model
func _physics_process(delta: float) -> void:
var input_pkt := _input.get_player_input()
- velocity = _model.get_velocity_by_input(input_pkt, delta)
- move_and_slide()
+ _model.update(input_pkt, delta)
-[gd_scene load_steps=7 format=3 uid="uid://cchu1yltrhuk3"]
+[gd_scene load_steps=10 format=3 uid="uid://cchu1yltrhuk3"]
[ext_resource type="PackedScene" uid="uid://dvkx3t15l7mfb" path="res://skin/prototype_skin.tscn" id="1_4flbx"]
[ext_resource type="Script" uid="uid://dcv34jq0jett0" path="res://player/player.gd" id="1_onrkg"]
[ext_resource type="Script" uid="uid://bspr3vafk6wi2" path="res://player/InputHandler.gd" id="3_g1dw6"]
[ext_resource type="Script" uid="uid://c5mn28v6ujngk" path="res://player/CameraHandler.gd" id="3_yw30f"]
[ext_resource type="Script" uid="uid://bwox6frn7fmgt" path="res://player/model.gd" id="5_qjkh3"]
+[ext_resource type="Script" uid="uid://bv5k167ugxmso" path="res://player/idle.gd" id="6_g6k8r"]
+[ext_resource type="Script" uid="uid://cqurhmxam2nl0" path="res://player/walk.gd" id="7_rgyib"]
+[ext_resource type="Script" uid="uid://bdiks0m7vsn5w" path="res://player/dash.gd" id="8_hg6s5"]
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_sh265"]
[node name="Model" type="Node" parent="."]
unique_name_in_owner = true
script = ExtResource("5_qjkh3")
+
+[node name="Idle" type="Node" parent="Model"]
+script = ExtResource("6_g6k8r")
+
+[node name="Walk" type="Node" parent="Model"]
+script = ExtResource("7_rgyib")
+
+[node name="Dash" type="Node" parent="Model"]
+script = ExtResource("8_hg6s5")
--- /dev/null
+extends Move
+class_name Walk
+
+
+func should_enter(input) -> String:
+ input.actions.sort_custom(moves_priority_sort)
+ return input.actions[0]
+
+
+func update(input: InputPacket, delta: float):
+ # Get the XZ input direction based on player's input relative to the camera
+ var forward := camera.global_basis.z
+ var right := camera.global_basis.x
+ var move_direction := (
+ forward * input.movement_direction.y + right * input.movement_direction.x
+ ).normalized()
+ move_direction.y = 0
+
+ # if we're not stuck, then it's okay to set the velocity
+ var floor_normal = player.get_floor_normal()
+ var ground_slope_input = (PI / 2) - player.velocity.angle_to(floor_normal)
+ player.velocity = player.velocity.move_toward(
+ move_direction * (player.walk_speed + ground_slope_input * player.walk_speed),
+ player.acceleration * delta
+ )
+
+ player.move_and_slide()
--- /dev/null
+uid://cqurhmxam2nl0