attenuated headbob/tilt based on speed, now less sickening on tiny movements

This commit is contained in:
Lexi Quinn 2023-12-09 17:22:11 +11:00
parent 7dd8f88ca7
commit adde9f5c3c
3 changed files with 47 additions and 42 deletions

View File

@ -610,7 +610,7 @@ grow_vertical = 0
alignment = 2 alignment = 2
[node name="Label" type="Label" parent="HUD"] [node name="Label" type="Label" parent="HUD"]
anchors_preset = -1 anchors_preset = 5
anchor_left = 0.5 anchor_left = 0.5
anchor_right = 0.5 anchor_right = 0.5
offset_left = -300.0 offset_left = -300.0

View File

@ -6,32 +6,36 @@ class_name ViewMovement
@export var head_bob_camera : Camera3D @export var head_bob_camera : Camera3D
@export var head_bob_focus_raycast : RayCast3D @export var head_bob_focus_raycast : RayCast3D
@export var enable_head_bob := true @export var enable_head_bob := true
@export var head_bob_amplitude := 0.040 @export var head_bob_max_effect_velocity := 6.5
@export var head_bob_frequency := 0.015 @export var head_bob_amplitude := 0.06
@export var head_bob_frequency := 0.02
@export var target_stabilisation := false @export var target_stabilisation := false
@export_category("Tilting") @export_category("Tilting")
@export var enable_tilt := true @export var enable_tilt := true
@export var tilt_amount := 0.02 @export var tilt_max_effect_velocity := 6.5
@export var tilt_amount_x := 0.03
@export var tilt_amount_y := 0.00
var lemniscate_sample_point = 0.0
func _process(delta: float) -> void: func _process(delta: float) -> void:
var player_velocity = player.velocity.length()
if enable_head_bob: if enable_head_bob:
check_motion(delta) check_motion(delta, player_velocity)
if target_stabilisation: if target_stabilisation:
head_bob_camera.look_at(focus_target()) head_bob_camera.look_at(focus_target())
if enable_tilt: if enable_tilt:
tilt_cam(delta) tilt_cam(delta, player_velocity)
func check_motion(delta) -> void: func check_motion(delta, vel) -> void:
var speed = player.velocity.length_squared() var amp = vel / head_bob_max_effect_velocity
if speed < 2.0:
reset_position(delta)
return
if !player.is_on_floor(): if !player.is_on_floor():
reset_position(delta) reset_position(delta)
return return
play_motion(sample_lemniscate(Time.get_ticks_msec() * head_bob_frequency), delta) lemniscate_sample_point += (delta * 1000.0) * head_bob_frequency * amp
play_motion(sample_lemniscate(lemniscate_sample_point, vel), delta)
func reset_position(delta) -> void: func reset_position(delta) -> void:
@ -39,10 +43,11 @@ func reset_position(delta) -> void:
head_bob_camera.position = lerp(head_bob_camera.position, Vector3.ZERO, 7.0 * delta) head_bob_camera.position = lerp(head_bob_camera.position, Vector3.ZERO, 7.0 * delta)
func sample_lemniscate(t: float) -> Vector2: func sample_lemniscate(t: float, v: float) -> Vector2:
var pos := Vector2.ZERO var pos := Vector2.ZERO
pos.y += sin(t) * head_bob_amplitude var amp = head_bob_amplitude * (v / head_bob_max_effect_velocity)
pos.x += cos(t / 2.0) * head_bob_amplitude * 2.0 pos.y += sin(t) * amp
pos.x += cos(t / 2.0) * amp * 2.0
return pos return pos
@ -58,11 +63,10 @@ func focus_target() -> Vector3:
return head_bob_focus_raycast.global_position + -head_bob_focus_raycast.global_transform.basis.z * 15.0 return head_bob_focus_raycast.global_position + -head_bob_focus_raycast.global_transform.basis.z * 15.0
func tilt_cam(delta): func tilt_cam(delta, vel):
if player.velocity.length() < 1.0:
return
var dot = player.velocity.normalized().dot(-global_transform.basis.z) var dot = player.velocity.normalized().dot(-global_transform.basis.z)
dot = -abs(dot) + 1 dot = -abs(dot) + 1
dot *= vel / tilt_max_effect_velocity
var input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward") var input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward")
head_bob_camera.rotation.z = lerp(head_bob_camera.rotation.z, tilt_amount * dot * -input_vector.x, 8.0 * delta) head_bob_camera.rotation.z = lerp(head_bob_camera.rotation.z, tilt_amount_x * dot * -input_vector.x, 8.0 * delta)
#head_bob_camera.rotation.x = lerp(head_bob_camera.rotation.x, tilt_amount * dot * input_vector.y, 8.0 * delta) head_bob_camera.rotation.x = lerp(head_bob_camera.rotation.x, tilt_amount_y * (1.0 - dot) * input_vector.y, 8.0 * delta)

View File

@ -23,8 +23,8 @@ var enemy_names = []
var wave_start_label_shrinking := false var wave_start_label_shrinking := false
var wave_start_label_growing := false var wave_start_label_growing := false
var wave_start_label_acceleration := 200.0 var wave_start_label_ease_time := 1.0
var wave_start_label_speed := 0.0 var wave_start_label_ease_progress := 0.0
func set_energy_visible(value): func set_energy_visible(value):
@ -35,29 +35,30 @@ func set_offhand_energy_visible(value):
offhand_energy_bar.set_visible(value) offhand_energy_bar.set_visible(value)
func ease_in_out_quart(x : float) -> float:
return 8.0 * x * x * x * x if x < 0.5 else 1 - pow(-2.0 * x + 2.0, 4) / 2.0
func _process(delta: float) -> void: func _process(delta: float) -> void:
fps_label.text = "FPS: " + str(Engine.get_frames_per_second()) fps_label.text = "FPS: " + str(Engine.get_frames_per_second())
wave_start_label.text = "Press [" + Data.player_keymap.ready.as_text_key_label() + "] to start wave" wave_start_label.text = "Press [" + Data.player_keymap.ready.as_text_key_label() + "] to start wave"
if wave_start_label_growing: if wave_start_label_growing or wave_start_label_shrinking:
wave_start_label.set_visible(true) wave_start_label_ease_progress += delta
wave_start_label_speed += wave_start_label_acceleration * delta if wave_start_label_growing:
wave_start_label.offset_left -= wave_start_label_speed * delta wave_start_label.set_visible(true)
wave_start_label.offset_right += wave_start_label_speed * delta wave_start_label.offset_left = lerp(0.0, -300.0, ease_in_out_quart(wave_start_label_ease_progress / wave_start_label_ease_time))
if wave_start_label.offset_left <= -300: wave_start_label.offset_right = lerp(0.0, 300.0, ease_in_out_quart(wave_start_label_ease_progress / wave_start_label_ease_time))
wave_start_label.offset_left = -300 if wave_start_label_ease_progress >= wave_start_label_ease_time:
wave_start_label.offset_right = 300 wave_start_label_growing = false
wave_start_label_growing = false wave_start_label_ease_progress = 0.0
wave_start_label_speed = 0.0 elif wave_start_label_shrinking:
if wave_start_label_shrinking: wave_start_label.offset_left = lerp(-300.0, 0.0, ease_in_out_quart(wave_start_label_ease_progress / wave_start_label_ease_time))
wave_start_label_speed += wave_start_label_acceleration * delta wave_start_label.offset_right = lerp(300.0, 0.0, ease_in_out_quart(wave_start_label_ease_progress / wave_start_label_ease_time))
wave_start_label.offset_left += wave_start_label_speed * delta if wave_start_label_ease_progress >= wave_start_label_ease_time:
wave_start_label.offset_right -= wave_start_label_speed * delta wave_start_label.set_visible(false)
if wave_start_label.offset_left >= 0: wave_start_label_shrinking = false
wave_start_label.set_visible(false) wave_start_label_ease_progress = 0.0
wave_start_label.offset_left = 0
wave_start_label.offset_right = 0
wave_start_label_shrinking = false
wave_start_label_speed = 0.0
func grow_wave_start_label(): func grow_wave_start_label():