Running speed can be adjusted from the character configs, added a parameter for the "running speed" in water (characters now swim faster when holding shift).

TODO: make AI-controlled monsters run/swim faster in specific situations (fleeing, attacking, etc).
This commit is contained in:
Joonas Rikkonen
2017-06-12 19:27:52 +03:00
parent ed0a5f0f66
commit c5ce1be6c2
6 changed files with 28 additions and 16 deletions

View File

@@ -9,8 +9,8 @@
movementlerp="0.4"
legtorque="15.0"
thightorque="-5.0"
walkspeed="1.5"
swimspeed="2.0"
walkspeed="1.5" swimspeed="2.0"
runspeedmultiplier="3.0" swimspeedmultiplier="1.5"
colliderheightfromfloor="55"
impacttolerance="7.5">

View File

@@ -9,8 +9,8 @@
movementlerp="0.4"
legtorque="15.0"
thightorque="-5.0"
walkspeed="1.5"
swimspeed="2.5"
walkspeed="1.5" swimspeed="2.5"
runspeedmultiplier="2.0" swimspeedmultiplier="1.5"
impacttolerance="7.5">
<collider height="80" radius="15"/>

View File

@@ -11,8 +11,8 @@
movementlerp="0.4"
legtorque="15.0"
thightorque="-5.0"
walkspeed="1.2"
swimspeed="2.5">
walkspeed="1.2" swimspeed="2.5"
runspeedmultiplier="2.0" swimspeedmultiplier="1.5">
<collider height="80" radius="15"/>
<collider height="40" radius="15"/>

View File

@@ -12,13 +12,25 @@ namespace Barotrauma
protected Character character;
protected float walkSpeed, swimSpeed;
protected float walkSpeed, swimSpeed;
protected float walkPos;
protected readonly Vector2 stepSize;
protected readonly float legTorque;
public float RunSpeedMultiplier
{
get;
private set;
}
public float SwimSpeedMultiplier
{
get;
private set;
}
public AnimController(Character character, XElement element)
: base(character, element)
{
@@ -30,6 +42,9 @@ namespace Barotrauma
walkSpeed = ToolBox.GetAttributeFloat(element, "walkspeed", 1.0f);
swimSpeed = ToolBox.GetAttributeFloat(element, "swimspeed", 1.0f);
RunSpeedMultiplier = ToolBox.GetAttributeFloat(element, "runspeedmultiplier", 2f);
SwimSpeedMultiplier = ToolBox.GetAttributeFloat(element, "swimspeedmultiplier", 1.5f);
legTorque = ToolBox.GetAttributeFloat(element, "legtorque", 0.0f);
}

View File

@@ -571,7 +571,6 @@ namespace Barotrauma
}
float targetSpeed = TargetMovement.Length();
if (targetSpeed > 0.0f) TargetMovement /= targetSpeed;
if (targetSpeed > 0.1f)
{
@@ -633,7 +632,7 @@ namespace Barotrauma
Collider.LinearVelocity = Vector2.Lerp(Collider.LinearVelocity, movement * swimSpeed, movementLerp);
}
walkPos += movement.Length() * 0.15f;
walkPos += movement.Length() * 0.2f;
footPos = Collider.SimPosition - new Vector2((float)Math.Sin(-Collider.Rotation), (float)Math.Cos(-Collider.Rotation)) * 0.4f;
for (int i = -1; i<2; i+=2)
@@ -691,7 +690,7 @@ namespace Barotrauma
handPos += head.LinearVelocity * 0.1f;
float handCyclePos = walkPos / 3.0f * -Dir;
float handCyclePos = walkPos / 2.0f * -Dir;
float handPosX = (float)Math.Cos(handCyclePos) * 0.4f;
float handPosY = (float)Math.Sin(handCyclePos) * 1.0f;
handPosY = MathHelper.Clamp(handPosY, -0.8f, 0.8f);

View File

@@ -785,16 +785,14 @@ namespace Barotrauma
if (IsKeyDown(InputType.Run))
{
//can't run if
// - not a humanoid
// - dragging someone
// - crouching
// - moving backwards
if (AnimController is HumanoidAnimController &&
selectedCharacter == null &&
if (selectedCharacter == null &&
!((HumanoidAnimController)AnimController).Crouching &&
Math.Sign(targetMovement.X) != -Math.Sign(AnimController.Dir))
{
targetMovement *= 3.0f;
targetMovement *= AnimController.InWater ? AnimController.SwimSpeedMultiplier : AnimController.RunSpeedMultiplier;
}
}