[Godot] C#2D平台游戏基础移动和进阶跳跃代码
本文章给大家分享一下如何实现基本的移动和进阶的跳跃(跳跃缓冲、可变跳跃、土狼时间)以及相对应的重力代码,大家可以根据自己的需要自行修改
实现效果
场景搭建
因为Godot不像Unity,一个节点只能绑定一个脚本,所以我们可以创建一个节点,用来存放绑定各种脚本,这样能大大规范化我们的代码,毕竟一个脚本写几千行代码相信大家也不想经历(本人曾经深受其害)
有一点,玩家的碰撞体最好用胶囊或者其他的边角圆润的形状,否则我们直接绑的一个方块,会导致跳跃到平台边缘根本上不去
其中的RayCast2D节点是我用来判断玩家顶头的,大家可以根据需要调整,下面我给大家分享一下代码
代码
Player
using Godot;
using System;public partial class Player : CharacterBody2D
{[ExportCategory("Item")][Export] public float _moveSpeed; // 玩家移动速度[Export] public float _jumpForce; // 跳跃初始力度(用于起跳)[Export] public float _jumpCumulative; // 可变跳跃额外加速度(持续跳跃时叠加)[Export] public float _downSpeed; // 快速下落的速度(按下下落键时使用)[Export] public float _gravity; // 重力加速度(用于下落)[ExportGroup("Time")][Export] public float _jumpBufferTime; // 跳跃缓冲时间(提前按跳跃键后多长时间内仍有效)[Export] public float _jumpCumulativeTime; // 跳跃蓄力时间(可变跳跃持续多久)[Export] public float _jumpDeadZoneTime; // 跳跃死区时间(短时间内跳跃输入无效)[Export] public float _coyoteTime; // 土狼时间(离地后多久内仍可跳跃)[ExportGroup("Node")][Export] public RayCast2D RayHead; // 检测头顶碰撞的射线(用于防止跳跃时顶头)public override void _PhysicsProcess(double delta){MoveAndSlide(); // 移动函数(实际处理碰撞和滑动)}
}
PlayerMove
using Godot;
using System;public partial class PlayerMove : Node2D
{private Player player; // 引用 Player 脚本,用于访问属性和控制玩家public override void _Ready(){// 获取 Player 脚本(父节点 -> 父节点 -> Player)player = GetParent().GetParent<Player>();}public override void _PhysicsProcess(double delta){Move(); // 每帧执行移动逻辑}private void Move(){float directionX = 0f; // 水平方向,右为 +1,左为 -1if (Input.IsActionPressed("Right")){directionX += 1f;}if (Input.IsActionPressed("Left")){directionX -= 1f;}// 设置玩家水平速度,垂直方向保持不变player.Velocity = new Vector2(directionX * player._moveSpeed, player.Velocity.Y);}
}
PlayerJump
using Godot;
using System;public partial class PlayerJump : Node2D
{private Player player;// 跳跃数值参数private float _jumpForce; // 跳跃初始力度private float _jumpCumulative; // 可变跳跃额外力度private float _downSpeed; // 下坠加速度private float _gravity; // 重力值// 时间控制参数private float _jumpBufferTime; // 跳跃缓冲持续时间private float _jumpCumulativeTime; // 可变跳跃持续时间private float _jumpDeadZoneTime; // 按键死区(防止短按立刻进入长跳)private float _coyoteTime; // 土狼时间(离地后仍可跳的时间)// 跳跃状态计时器private float _jumpBufferTimer; // 当前跳跃缓冲计时private float _jumpCumulativeTimer; // 当前可变跳跃剩余时间private float _jumpHoldZoneTimer; // 按住跳跃键的持续时间public float _coyoteTimer; // 当前土狼时间计时器private float _jumpCumulativeForce; // 当前可变跳跃施加的力度private float _downTempSpeed; // 临时下坠速度(用于中断跳跃)private bool _isJumping; // 是否处于跳跃状态(长跳过程)public override void _Ready(){// 获取参数引用player = GetParent().GetParent<Player>();_jumpForce = player._jumpForce;_gravity = player._gravity;_jumpCumulative = player._jumpCumulative;_downSpeed = player._downSpeed;_jumpBufferTime = player._jumpBufferTime;_jumpCumulativeTime = player._jumpCumulativeTime;_jumpDeadZoneTime = player._jumpDeadZoneTime;_coyoteTime = player._coyoteTime;}public override void _PhysicsProcess(double delta){Jump((float)delta);PlayerGravity((float)delta);}private void Jump(float delta){// 跳跃缓冲:按下跳跃键时记录缓冲时间if (Input.IsActionJustPressed("Jump")){_jumpBufferTimer = _jumpBufferTime;}else{_jumpBufferTimer -= delta;}// 死区检测:跳跃中按住跳跃键时间if (Input.IsActionPressed("Jump") && _isJumping){_jumpHoldZoneTimer += delta;}else{_jumpHoldZoneTimer = 0f;}// 可变跳跃高度控制(长按跳得更高)if (Input.IsActionPressed("Jump") && _isJumping && _jumpCumulativeTimer > 0f && _jumpHoldZoneTimer > _jumpDeadZoneTime){player.Velocity = new Vector2(player.Velocity.X, player.Velocity.Y - _jumpCumulativeForce * delta);_jumpCumulativeTimer -= delta;}// 提前松开跳跃键:终止可变跳跃else if (Input.IsActionJustReleased("Jump")){_jumpCumulativeForce = 0f;_isJumping = false;}// 满足缓冲与土狼时间,可以跳跃if (_jumpBufferTimer > 0f && _coyoteTimer > 0f){player.Velocity = new Vector2(player.Velocity.X, player.Velocity.Y - _jumpForce);_jumpBufferTimer = 0f;_jumpCumulativeTimer = _jumpCumulativeTime;_jumpCumulativeForce = _jumpCumulative;_isJumping = true;}// 玩家在地面或攀爬中,重置跳跃状态if ((player.IsOnFloor() || player._isClimbing) && MathF.Abs(player.Velocity.Y) < 0.1f){_jumpCumulativeTimer = 0f;_downTempSpeed = 0f;_coyoteTimer = _coyoteTime;_isJumping = false;}else{_coyoteTimer -= delta;}// 限制最大跳跃速度(防止过快)if (player.Velocity.Y < -_jumpForce){player.Velocity = new Vector2(player.Velocity.X, -_jumpForce);}// 顶头检测,取消跳跃力if (player.RayHead.IsColliding()){_jumpCumulativeTimer = 0f;_jumpCumulativeForce = 0f;player.Velocity = new Vector2(player.Velocity.X, _gravity / 4);}}private void PlayerGravity(float delta){// 空中才加重力if (player.IsOnFloor()) return;player.Velocity = new Vector2(player.Velocity.X, player.Velocity.Y + _gravity * delta);}
}
总结
给大家的代码还算比较完整,我实践测试感觉手感还是不对,大家根据自己的需要进行修改优化吧