Implemented physics interpolation
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@ -1,24 +1,30 @@
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class_name MovementComponent
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extends Node
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extends CharacterComponent
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static var ticks_per_second := ProjectSettings.get_setting("physics/common/physics_ticks_per_second") as float
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static var gravity := ProjectSettings.get_setting("physics/3d/default_gravity") as float
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@export var body: CharacterBody3D
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@export var move_speed := 4.5
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@export var jump_velocity := 4.5
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@export var deceleration_speed := 20
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var body: Character
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var direction: Vector3
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var gravity: float
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var physics_position: Vector3
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func _ready():
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gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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body = owner as Character
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body.controlled.connect(on_controlled)
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physics_position = character.position
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character.controlled.connect(on_controlled)
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func on_controlled(controller: Controller):
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controller.direction_changed.connect(on_direction_changed)
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controller.jumped.connect(jump)
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func _process(delta: float):
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character.position = Math.damp_vector(character.position, physics_position, ticks_per_second * delta)
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func _physics_process(delta):
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func _physics_process(delta: float):
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begin_physics()
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move(delta)
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end_physics()
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func move(delta: float):
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if direction:
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body.velocity.x = direction.x * move_speed
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body.velocity.z = direction.z * move_speed
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@ -34,11 +40,22 @@ func _physics_process(delta):
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body.move_and_slide()
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func on_direction_changed(new_direction: Vector3):
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direction = new_direction
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func begin_physics():
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body.global_position = physics_position
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func end_physics():
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physics_position = body.global_position
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body.position = Vector3.ZERO
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func can_jump() -> bool:
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return body.is_on_floor()
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func jump():
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body.velocity.y = jump_velocity
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func on_controlled(controller: Controller):
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controller.direction_changed.connect(on_direction_changed)
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controller.jumped.connect(jump)
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func on_direction_changed(new_direction: Vector3):
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direction = new_direction
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