reepblue Posted July 26, 2021 Share Posted July 26, 2021 For the past 4 months, of my game, I've been simply just applying velocity on my player/forcing the player to Jump. Since like 99% of my game is centered around throwing the player controller around, I decided now would be the best time to perfect the air movement. Before, applying force/velocity to the player caused this motion. The player would reach a velocity limit and then just fall to the floor. I wanted a nice arch. I tried setting up a predefined calculation but my push math was terrible. I noticed that if I held the forward key down I got my arch I wanted. Right now I have something like this: Here's my current code. //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void FPSPlayer::HandleCharacterController() { if (GetStage()->ConsoleShowing() || m_bSuspendMovement) return; if (GetEntity()->GetPhysicsMode() == Entity::RigidBodyPhysics) return; float jumpinput = 0; Vec2 movement = Input::GetActionAxis(Input::ToActionAxis(ACTION_MOVEFORWARD, ACTION_MOVEBACKWARD, ACTION_MOVELEFT, ACTION_MOVERIGHT, GAMEPADAXIS_LSTICK)); float speed = g_player_walkspeed; // Handle Crouching HandleCrouching(); if (IsCrouched()) speed = g_player_walkspeed / 2; auto l = movement.Length(); if (l > 0.0) { movement.x = (movement.x / l) * speed; movement.y = (movement.y / l) * speed; } // Handle Jumping if (ActionHit(ACTION_JUMP)) { if (!GetEntity()->GetAirborne()) { jumpinput = g_player_jumpforce; ChangeMovementState(CHARACTERSTATE_JUMPING); OnJump(); if (movement.y != 0) movement.y = movement.y * 1.6; if (movement.x == 0 || movement.y == 0) OnPerStep(); } } if (GetMovementState() == CHARACTERSTATE_FLYING) { auto force = GetVelocity().xz(); UpdateMovement(force); GetEntity()->SetInput(0, force.y, force.x, 0, false, 0.50, 0.25, true); } else { UpdateMovement(movement); GetEntity()->SetInput(GetEyeAngles().y, movement.y, movement.x, jumpinput, m_bCrouched, 0.50, 0.25, true); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- Vec3 PlayerActor::GetVelocity() { Vec3 r = GetEntity()->GetVelocity(); auto cc = GetEntity()->charactercontroller; if (cc != NULL) { r = cc->GetVelocity(); } return r; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void PlayerActor::Push(const int x, const int y, const int z) { auto v = Vec3(x, y, z); SetVelocity(v); if (y != 0) ChangeMovementState(CHARACTERSTATE_FLYING); } What I have now is more acceptable that my previous code. What I'm asking is for any suggestions to improve this. Should I be using AddForce instead and just multiple the entity's mass? Also any information about if there are any differences between applying/getting the velocity from character controller instead of the entity would be nice. If I can't make anything better, I'm probably going to call it here. 1 Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
reepblue Posted July 27, 2021 Author Share Posted July 27, 2021 Ok, I think I got something decent. First, I redid my Push function now including a new vector and uint64_t member. //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void FPSPlayer::Push(const int x, const int y, const int z) { m_vPushForce = Vec3(x, y, z); GetEntity()->SetVelocity(m_vPushForce.x, m_vPushForce.y, m_vPushForce.z); m_u64PushLaunchTime = GetStage()->GetTime(); ChangeMovementState(CHARACTERSTATE_FLYING); } Added this to my UpdatePhysics function. // Stop moving me if we're landed and it's been a bit since we were last pushed. if (m_u64PushLaunchTime > 0) { if (GetStage()->GetTime() > m_u64PushLaunchTime + 100) { if (m_vPushForce != Vec3(0) && !IsAirbone()) { m_vPushForce = Vec3(0); m_u64PushLaunchTime = 0; } } } My new move function //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void FPSPlayer::HandleCharacterController() { if (GetStage()->ConsoleShowing() || m_bSuspendMovement) return; if (GetEntity()->GetPhysicsMode() == Entity::RigidBodyPhysics) return; float jumpinput = 0; Vec2 movement = Input::GetActionAxis(Input::ToActionAxis(ACTION_MOVEFORWARD, ACTION_MOVEBACKWARD, ACTION_MOVELEFT, ACTION_MOVERIGHT, GAMEPADAXIS_LSTICK)); float speed = g_player_walkspeed; // Handle Crouching HandleCrouching(); if (IsCrouched()) speed = g_player_walkspeed / 2; auto l = movement.Length(); if (l > 0.0) { movement.x = (movement.x / l) * speed; movement.y = (movement.y / l) * speed; } // Handle Jumping if (ActionHit(ACTION_JUMP)) { if (!IsAirbone()) { jumpinput = g_player_jumpforce; ChangeMovementState(CHARACTERSTATE_JUMPING); OnJump(); if (movement.y != 0) movement.y = movement.y * 1.6; if (movement.x == 0 || movement.y == 0) OnPerStep(); } } else if (m_vPushForce.y != 0) { jumpinput = m_vPushForce.y; m_vPushForce.y = 0; if (movement.y != 0) movement.y = movement.y * 1.6; if (movement.x == 0 || movement.y == 0) OnPerStep(); } UpdateMovement(movement); if (m_vPushForce.x > 0 || m_vPushForce.z > 0) { movement += GetEntity()->GetVelocity(false).xz(); } GetEntity()->SetInput(GetEyeAngles().y, movement.y, movement.x, jumpinput, m_bCrouched, 0.50, 0.25, true); } The player will actually slide a bit but this makes sense and feels more natural than a hard stop. Without any input this is fine but when I add any player input, it's too much. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
reepblue Posted July 27, 2021 Author Share Posted July 27, 2021 My temp fix that'll probably leave as. if (m_vPushForce.x > 0 || m_vPushForce.z > 0) { movement = Vec2(0); movement += GetEntity()->GetVelocity(false).xz(); //DMsg(movement.ToString()); } Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
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