fix: configurable min frog jump height checks

This commit is contained in:
Jakob Feldmann 2023-07-30 19:52:44 +02:00
parent 100c9b547a
commit 79e0fe4a2e
8 changed files with 120 additions and 117 deletions

View File

@ -336,7 +336,11 @@ func correct_jump_direction(v: Vector2) -> Vector2:
# Cast a ray to the highest point of the jump
# Check the highest point for collision
# Calculate safe jump height and then a safe jump velocity
func consider_jump_headspace(v: Vector2) -> Vector2:
# Returns 0,0 if theres no headspace
func consider_jump_headspace(v: Vector2, recursive_check_count = 0, max_checks = 2) -> Vector2:
if recursive_check_count >= max_checks:
print("Frog has no safe headspace")
return Vector2(0,0)
var height = calculate_jump_height(v)
var distance = calculate_jump_distance(v)
var angle = (v * get_facing_direction()).angle()
@ -348,14 +352,13 @@ func consider_jump_headspace(v: Vector2) -> Vector2:
var target_height = collision_point.y - (feeler_raycast.global_position.y - 23)
# print(feeler_raycast.global_position)
var new_angle = angle * (0.75 if target_height > -26 else 0.95)
var new_distance = default_jump_distance * (0.66 if target_height < -26 else 0.75)
var new_distance = abs(distance) * (0.66 if target_height < -26 else 0.75)
v = velocity_for_jump_distance(new_distance, abs(new_angle))
v = correct_jump_direction(v)
height = calculate_jump_height(v) * -1
distance = calculate_jump_distance(v) * get_facing_direction()
if(height < target_height && can_reverse_facing_direction()):
print("no safe height for frog jump")
return Vector2(0,0)
v = consider_jump_headspace(v, recursive_check_count + 1)
return v

View File

@ -12,38 +12,38 @@ export var elevator_time := 30
var activatable = false
func _ready() -> void:
get_back_timer.wait_time = elevator_time
elevator.get_node("./portal").frame = 1
elevator.monitoring = false
get_back_timer.wait_time = elevator_time
elevator.get_node("./portal").frame = 1
elevator.monitoring = false
func _process(delta):
if activatable && Input.is_action_just_released("interact"):
selfActivate()
signalManager.emit_signal("terminal_activated", elevator_time)
get_back_timer.start()
if activatable && Input.is_action_just_released("interact"):
selfActivate()
signalManager.emit_signal("terminal_activated", elevator_time)
get_back_timer.start()
func selfActivate():
indicatorPlayer.play("onning")
buttonPlayer.play("pushing")
elevator.get_node("./portal").frame = 0
elevator.monitoring = true
#TODO dis importante
activatorArea.set_deferred("monitoring", false)
indicatorPlayer.play("onning")
buttonPlayer.play("pushing")
elevator.get_node("./portal").frame = 0
elevator.monitoring = true
#TODO dis importante
activatorArea.set_deferred("monitoring", false)
func _on_ActivatorArea_area_entered(area:Area2D) -> void:
$Label.visible = true
$Label.text = " [e] \n Time: " + String(elevator_time) + " sec"
activatable = true
$Label.visible = true
$Label.text = " [e] \n Time: " + String(elevator_time) + " sec"
activatable = true
func _on_ActivatorArea_area_exited(area:Area2D) -> void:
unactivatable_timer.start()
unactivatable_timer.start()
func _on_Timer_timeout():
$Label.visible = false
activatable = false
$Label.visible = false
activatable = false
func _on_GetBackTimer_timeout() -> void:
signalManager.emit_signal("getback_timer_up")
signalManager.emit_signal("getback_timer_up")

View File

@ -10,24 +10,24 @@ onready var unactivatable_timer := $Timer
var activatable = false
func _process(delta):
if activatable && Input.is_action_just_released("interact"):
selfActivate()
self.emit_signal("button_pushed")
if activatable && Input.is_action_just_released("interact"):
selfActivate()
self.emit_signal("button_pushed")
func selfActivate():
indicatorPlayer.play("onning")
#TODO dis importante
activatorArea.set_deferred("monitoring", false)
indicatorPlayer.play("onning")
#TODO dis importante
activatorArea.set_deferred("monitoring", false)
func _on_ActivatorArea_area_entered(area:Area2D) -> void:
$Label.visible = true
activatable = true
$Label.visible = true
activatable = true
func _on_ActivatorArea_area_exited(area:Area2D) -> void:
unactivatable_timer.start()
unactivatable_timer.start()
func _on_Timer_timeout():
$Label.visible = false
activatable = false
$Label.visible = false
activatable = false

View File

@ -8,24 +8,24 @@ onready var unactivatable_timer := $Timer
var activatable = false
func _process(delta):
if activatable && Input.is_action_just_released("interact"):
selfActivate()
signalManager.emit_signal("unlocked", "gateblock")
if activatable && Input.is_action_just_released("interact"):
selfActivate()
signalManager.emit_signal("unlocked", "gateblock")
func selfActivate():
indicatorPlayer.play("onning")
#TODO dis importante
activatorArea.set_deferred("monitoring", false)
indicatorPlayer.play("onning")
#TODO dis importante
activatorArea.set_deferred("monitoring", false)
func _on_ActivatorArea_area_entered(area:Area2D) -> void:
$Label.visible = true
activatable = true
$Label.visible = true
activatable = true
func _on_ActivatorArea_area_exited(area:Area2D) -> void:
unactivatable_timer.start()
unactivatable_timer.start()
func _on_Timer_timeout():
$Label.visible = false
activatable = false
$Label.visible = false
activatable = false

View File

@ -21,78 +21,78 @@ var time_since_last_exec := 0.0
# var thread : Thread
func _ready():
# TODO This could probably fuck something up later? For other randomness based events
randomize()
# thread = Thread.new()
# TODO This could probably fuck something up later? For other randomness based events
randomize()
# thread = Thread.new()
func _process(delta: float) -> void:
# TODO This should be in the settings and applied to all shaders
time_since_last_exec += delta
# if thread.is_alive():
# print("was_running")
# return
# if thread.is_active():
# thread.wait_to_finish()
if time_since_last_exec <= 1.0/fps_limit:
return
# thread.start(self, "grass_wave_update", delta)
grass_wave_update(delta)
# TODO This should be in the settings and applied to all shaders
time_since_last_exec += delta
# if thread.is_alive():
# print("was_running")
# return
# if thread.is_active():
# thread.wait_to_finish()
if time_since_last_exec <= 1.0/fps_limit:
return
# thread.start(self, "grass_wave_update", delta)
grass_wave_update(delta)
func grass_wave_update(delta: float) -> void:
time_since_last_exec = 0.0
var distance: float = abs(global_position.x - blobby.global_position.x + 6)
var v_distance: float = abs(global_position.y - blobby.global_position.y + 11)
#Velocity relative to the grass, increasing distance is - velocity
var blobby_vel = (last_distance.x - distance)/delta
var blobby_vert_vel = (last_distance.y - v_distance)/delta
var direction: Vector2 = Vector2(sign(global_position.x - blobby.global_position.x + 6),0)
# TODO This only gets more and more unreadable *facepalm*
var power = smoothstep(radius, 0, distance)
var v_power = smoothstep(v_radius, 0, v_distance)
var draft_power = smoothstep(draft_radius, radius, distance)
time_since_last_exec = 0.0
var distance: float = abs(global_position.x - blobby.global_position.x + 6)
var v_distance: float = abs(global_position.y - blobby.global_position.y + 11)
#Velocity relative to the grass, increasing distance is - velocity
var blobby_vel = (last_distance.x - distance)/delta
var blobby_vert_vel = (last_distance.y - v_distance)/delta
var direction: Vector2 = Vector2(sign(global_position.x - blobby.global_position.x + 6),0)
# TODO This only gets more and more unreadable *facepalm*
var power = smoothstep(radius, 0, distance)
var v_power = smoothstep(v_radius, 0, v_distance)
var draft_power = smoothstep(draft_radius, radius, distance)
if (distance >= radius && distance <= draft_radius && blobby_vel < -0.1 && v_distance < 14):
displacement_coeff += direction * (draft_power/radius) * blobby_vel * interact_power
saved_displacement = displacement_coeff.x
is_idle_swinging = false
$Timer.stop()
# TODO v_distance could be a problem for upside down stuff
elif (distance < radius && distance > 1 && abs(blobby_vel) > 0.1 && v_distance < 14 && abs(blobby_vert_vel) < 0.1):
displacement_coeff += direction * power/radius * 0.3 * blobby_vel * interact_power
displacement_coeff += direction * power * 2 * interact_power
saved_displacement = displacement_coeff.x
is_idle_swinging = false
$Timer.stop()
if (distance >= radius && distance <= draft_radius && blobby_vel < -0.1 && v_distance < 14):
displacement_coeff += direction * (draft_power/radius) * blobby_vel * interact_power
saved_displacement = displacement_coeff.x
is_idle_swinging = false
$Timer.stop()
# TODO v_distance could be a problem for upside down stuff
elif (distance < radius && distance > 1 && abs(blobby_vel) > 0.1 && v_distance < 14 && abs(blobby_vert_vel) < 0.1):
displacement_coeff += direction * power/radius * 0.3 * blobby_vel * interact_power
displacement_coeff += direction * power * 2 * interact_power
saved_displacement = displacement_coeff.x
is_idle_swinging = false
$Timer.stop()
elif (v_distance < v_radius && distance < radius && abs(blobby_vert_vel) > 0.1):
displacement_coeff += direction * v_power/v_radius * blobby_vert_vel * interact_power
saved_displacement = displacement_coeff.x
is_idle_swinging = false
$Timer.stop()
elif (v_distance < v_radius && distance < radius && abs(blobby_vert_vel) > 0.1):
displacement_coeff += direction * v_power/v_radius * blobby_vert_vel * interact_power
saved_displacement = displacement_coeff.x
is_idle_swinging = false
$Timer.stop()
else:
if(abs(displacement_coeff.x) > 0.1 && !is_idle_swinging || !$Timer.is_stopped()):
if($Timer.is_stopped()):
saved_displacement = displacement_coeff.x
$Timer.start()
var t = $Timer.get_wait_time() - $Timer.get_time_left()
displacement_coeff.x = saved_displacement * exp(-0.66 * t) * cos(t * 3.0 * rand)
start_swing_time = time
begin_idle = true
else:
$Timer.stop()
is_idle_swinging = true
var start = displacement_coeff.x if begin_idle else 0.0
displacement_coeff.x = start * exp(-0.2 * (time-start_swing_time)) + 0.3 * -sin(2.0*(time - start_swing_time))
begin_idle = false
for polygon in get_children():
if polygon is Polygon2D:
polygon.material.set_shader_param("displacement_coefficient_x", displacement_coeff.x)
break
else:
if(abs(displacement_coeff.x) > 0.1 && !is_idle_swinging || !$Timer.is_stopped()):
if($Timer.is_stopped()):
saved_displacement = displacement_coeff.x
$Timer.start()
var t = $Timer.get_wait_time() - $Timer.get_time_left()
displacement_coeff.x = saved_displacement * exp(-0.66 * t) * cos(t * 3.0 * rand)
start_swing_time = time
begin_idle = true
else:
$Timer.stop()
is_idle_swinging = true
var start = displacement_coeff.x if begin_idle else 0.0
displacement_coeff.x = start * exp(-0.2 * (time-start_swing_time)) + 0.3 * -sin(2.0*(time - start_swing_time))
begin_idle = false
for polygon in get_children():
if polygon is Polygon2D:
polygon.material.set_shader_param("displacement_coefficient_x", displacement_coeff.x)
break
last_distance = Vector2(distance, v_distance)
time += delta
last_distance = Vector2(distance, v_distance)
time += delta

View File

@ -63,10 +63,10 @@ drag_margin_top = 0.1
drag_margin_bottom = 0.1
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
frame = 1
frame = 7
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
frame = 0
frame = 6
[node name="Blobby" parent="." instance=ExtResource( 8 )]
unique_name_in_owner = true

View File

@ -80,10 +80,10 @@ wait_time = 20.0
unique_name_in_owner = true
[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
frame = 8
frame = 1
[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
frame = 7
frame = 0
[node name="Blobby" parent="." instance=ExtResource( 10 )]
unique_name_in_owner = true

View File

@ -2,5 +2,5 @@ extends MeshInstance
func _process(delta):
if(get_parent().visible):
rotate_y(PI / 4.0 * delta)
if(get_parent().visible):
rotate_y(PI / 4.0 * delta)