Added a jump and land camera animation

This commit is contained in:
2024-01-19 20:31:04 -08:00
parent cc58b66cdd
commit 143a4e380d
2 changed files with 83 additions and 9 deletions

View File

@ -16,7 +16,8 @@ extends CharacterBody3D
@export_group("Nodes")
@export var HEAD : Node3D
@export var CAMERA : Camera3D
@export var CAMERA_ANIMATION : AnimationPlayer
@export var HEADBOB_ANIMATION : AnimationPlayer
@export var JUMP_ANIMATION : AnimationPlayer
@export var COLLISION_MESH : CollisionShape3D
@export_group("Controls")
@ -48,12 +49,14 @@ extends CharacterBody3D
@export var dynamic_fov : bool = true
@export var continuous_jumping : bool = true
@export var view_bobbing : bool = true
@export var jump_animation : bool = true
# Member variables
var speed : float = base_speed
# States: normal, crouching, sprinting
var state : String = "normal"
var low_ceiling : bool = false # This is for when the cieling is too low and the player needs to crouch.
var was_on_floor : bool = true
# Get the gravity from the project settings to be synced with RigidBody nodes
var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity") # Don't set this as a const, see the gravity section in _physics_process
@ -67,7 +70,8 @@ func _ready():
HEAD.set_rotation_degrees(initial_facing_direction) # I don't want to be calling this function if the vector is zero
# Reset the camera position
CAMERA_ANIMATION.play("RESET")
HEADBOB_ANIMATION.play("RESET")
JUMP_ANIMATION.play("RESET")
func _physics_process(delta):
@ -103,15 +107,25 @@ func _physics_process(delta):
if view_bobbing:
headbob_animation(input_dir)
if jump_animation:
if !was_on_floor and is_on_floor(): # Just landed
JUMP_ANIMATION.play("land")
was_on_floor = is_on_floor() # This must always be at the end of physics_process
func handle_jumping():
if jumping_enabled:
if continuous_jumping:
if Input.is_action_pressed(JUMP) and is_on_floor():
if jump_animation:
JUMP_ANIMATION.play("jump")
velocity.y += jump_velocity
else:
if Input.is_action_just_pressed(JUMP) and is_on_floor():
if jump_animation:
JUMP_ANIMATION.play("jump")
velocity.y += jump_velocity
@ -214,10 +228,10 @@ func update_collision_scale():
func headbob_animation(moving):
if moving and is_on_floor():
CAMERA_ANIMATION.play("headbob", 0.25)
CAMERA_ANIMATION.speed_scale = (speed / base_speed) * 1.75
HEADBOB_ANIMATION.play("headbob", 0.25)
HEADBOB_ANIMATION.speed_scale = (speed / base_speed) * 1.75
else:
CAMERA_ANIMATION.play("RESET", 0.25)
HEADBOB_ANIMATION.play("RESET", 0.25)
func _process(delta):