proper horizontal speed variable so acceleration can exist
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2 changed files with 18 additions and 3 deletions
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@ -1,13 +1,18 @@
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extends CharacterBody3D
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@export var walk_acceleration: float
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@export var walk_speed: float
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@export var stopping_rate: float
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@export var gravity: float
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@export var jump_force: float
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@export var level_path: Path3D
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var h_speed: float = 0.0
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func _physics_process(delta: float) -> void:
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# snap player horizontally to path
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var path_offset = level_path.curve.get_closest_offset(level_path.to_local(global_position))
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@ -18,9 +23,15 @@ func _physics_process(delta: float) -> void:
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global_transform.basis.z = -path_trans.basis.z
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# horizontal movement
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var h_movement = global_transform.basis.z * Input.get_axis(&"walk_left", &"walk_right") * walk_speed
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velocity.x = h_movement.x
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velocity.z = h_movement.z
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var input_dir = signf(Input.get_axis(&"walk_left", &"walk_right"))
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h_speed += input_dir * walk_acceleration * delta
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if input_dir == 0.0:
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h_speed = move_toward(h_speed, 0.0, stopping_rate * delta)
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h_speed = clampf(h_speed, -walk_speed, walk_speed)
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var h_velocity = global_transform.basis.z * h_speed
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velocity.x = h_velocity.x
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velocity.z = h_velocity.z
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# vertical movement
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velocity.y -= gravity * delta
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@ -28,3 +39,5 @@ func _physics_process(delta: float) -> void:
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velocity.y = jump_force
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move_and_slide()
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# update horizontal speed after slide
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@ -9,7 +9,9 @@ radius = 0.25
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_g7ett")
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walk_acceleration = 18.0
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walk_speed = 6.0
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stopping_rate = 24.0
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gravity = 15.0
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jump_force = 8.0
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