Files
healer-man/src/game/playerJump.ts
T

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4.6 KiB
TypeScript

export const PLAYER_JUMP_VELOCITY = 7.2;
export const PLAYER_JUMP_COYOTE_MS = 100;
export const PLAYER_JUMP_BUFFER_MS = 120;
export const PLAYER_JUMP_LANDING_UNLOCK_MS = 80;
export const PLAYER_LANDING_PRESENTATION_MS = 180;
export const PLAYER_AIRBORNE_PRESENTATION_DELAY_MS = 100;
export const PLAYER_GROUND_PROBE_DISTANCE = 0.22;
export const PLAYER_GROUND_MIN_NORMAL_Y = 0.55;
export type CharacterVerticalMotion = "grounded" | "rising" | "falling" | "landing";
export interface PlayerJumpTiming {
lastGroundedAtMs: number;
bufferedUntilMs: number;
jumpedAtMs: number;
lockedUntilLanding: boolean;
}
export interface CharacterVerticalPresentationTiming {
airborneStartedAtMs: number;
airbornePresented: boolean;
landingUntilMs: number;
}
export interface GroundProbeHit {
readonly timeOfImpact: number;
readonly normal: { readonly y: number };
}
export function createPlayerJumpTiming(nowMs = Number.NEGATIVE_INFINITY): PlayerJumpTiming {
return {
lastGroundedAtMs: nowMs,
bufferedUntilMs: Number.NEGATIVE_INFINITY,
jumpedAtMs: Number.NEGATIVE_INFINITY,
lockedUntilLanding: false,
};
}
export function createCharacterVerticalPresentationTiming(): CharacterVerticalPresentationTiming {
return {
airborneStartedAtMs: Number.NEGATIVE_INFINITY,
airbornePresented: false,
landingUntilMs: Number.NEGATIVE_INFINITY,
};
}
export function bufferPlayerJump(timing: PlayerJumpTiming, requestedAtMs: number): void {
if (!Number.isFinite(requestedAtMs)) return;
timing.bufferedUntilMs = requestedAtMs + PLAYER_JUMP_BUFFER_MS;
}
export function cancelBufferedPlayerJump(timing: PlayerJumpTiming): void {
timing.bufferedUntilMs = Number.NEGATIVE_INFINITY;
}
export function isWalkableGroundHit(
hit: GroundProbeHit | null | undefined,
maximumTimeOfImpact: number,
): boolean {
return Boolean(
hit
&& Number.isFinite(hit.timeOfImpact)
&& hit.timeOfImpact >= 0
&& hit.timeOfImpact <= maximumTimeOfImpact
&& Number.isFinite(hit.normal.y)
&& hit.normal.y >= PLAYER_GROUND_MIN_NORMAL_Y,
);
}
/**
* Updates the timing latch and consumes a buffered jump exactly once. The
* upward-velocity guard prevents the ground probe from unlocking the latch on
* the first few frames after launch while the capsule is still near the floor.
*/
export function updatePlayerJumpTiming(
timing: PlayerJumpTiming,
nowMs: number,
grounded: boolean,
verticalVelocity: number,
): boolean {
if (!Number.isFinite(nowMs)) return false;
if (grounded && verticalVelocity <= 0.5) {
timing.lastGroundedAtMs = nowMs;
if (
timing.lockedUntilLanding
&& nowMs - timing.jumpedAtMs >= PLAYER_JUMP_LANDING_UNLOCK_MS
) timing.lockedUntilLanding = false;
}
const buffered = timing.bufferedUntilMs >= nowMs;
const insideCoyoteWindow = nowMs - timing.lastGroundedAtMs <= PLAYER_JUMP_COYOTE_MS;
if (timing.lockedUntilLanding || !buffered || !insideCoyoteWindow) return false;
timing.lockedUntilLanding = true;
timing.jumpedAtMs = nowMs;
timing.bufferedUntilMs = Number.NEGATIVE_INFINITY;
return true;
}
export function characterVerticalMotion(
grounded: boolean,
verticalVelocity: number,
nowMs: number,
landingUntilMs: number,
): CharacterVerticalMotion {
if (grounded) return nowMs < landingUntilMs ? "landing" : "grounded";
return verticalVelocity > 0.15 ? "rising" : "falling";
}
/**
* Keeps tiny terrain gaps from interrupting locomotion with a fall/land pair.
* An intentional jump is presented immediately; an incidental loss of ground
* must persist before it becomes visible, and only visible airtime may land.
*/
export function updateCharacterVerticalPresentation(
timing: CharacterVerticalPresentationTiming,
grounded: boolean,
verticalVelocity: number,
nowMs: number,
intentionalJump: boolean,
): CharacterVerticalMotion {
if (!Number.isFinite(nowMs)) {
return characterVerticalMotion(grounded, verticalVelocity, 0, Number.NEGATIVE_INFINITY);
}
if (!grounded) {
if (!Number.isFinite(timing.airborneStartedAtMs)) timing.airborneStartedAtMs = nowMs;
if (
intentionalJump
|| nowMs - timing.airborneStartedAtMs >= PLAYER_AIRBORNE_PRESENTATION_DELAY_MS
) timing.airbornePresented = true;
return timing.airbornePresented
? characterVerticalMotion(false, verticalVelocity, nowMs, timing.landingUntilMs)
: "grounded";
}
if (timing.airbornePresented) {
timing.landingUntilMs = nowMs + PLAYER_LANDING_PRESENTATION_MS;
}
timing.airborneStartedAtMs = Number.NEGATIVE_INFINITY;
timing.airbornePresented = false;
return characterVerticalMotion(true, verticalVelocity, nowMs, timing.landingUntilMs);
}