Files
modbison/scripts/avatar/limb_animator.gd
T
daddy eb4da62f99
checkpoint / checkpoint (push) Successful in 1m47s
Fix ESC-crashes-the-game, avatar facing backward, invisible build stamp
ESC: player.gd changed scene directly while game.gd._exit_tree closed the
socket, which re-fired server_disconnected -> _on_server_lost ran mid-
teardown (add_child on an exiting node, await on a null get_tree(), a
second change_scene_to_file). Moved ESC to game.gd as one ordered path:
_leave_world() sets a _leaving guard, disconnects the _on_server_lost
handlers before closing the connection, then changes scene. _on_server_lost
and _exit_tree now respect the guard. Verified headless: ESC -> world_list,
no errors; 2p multiplayer still connects.

Avatar faced +Z but a Godot node's forward is -Z, so walking forward
showed the character its own face. Rebuilt the placeholder facing -Z (face
plates, eyes, jaw, toes, and front-mounted attachments all moved to
negative Z; backpack/ponytail to +Z). The procedural walk was already
written for -Z forward, so it's unchanged.

Build stamp was there but tiny/low-contrast bottom-left -- bumped to 20px
opaque yellow with a heavy outline, moved to the top-left strip.

limb_animator: guard _process with is_instance_valid(_skel) so a frame
landing during avatar teardown can't touch a freed skeleton.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
2026-09-06 14:24:45 +00:00

73 lines
2.4 KiB
GDScript

extends Node
## Procedural locomotion for the placeholder blocky avatar.
##
## There are no animation clips yet -- this just swings the upper arm/leg bones
## around their local X by a sine wave whose phase advances with distance
## travelled, bends the knees on the rear half of the stride, and eases the
## whole thing back to the rest pose when the character stops.
##
## The owner sets `speed` (horizontal m/s) every frame; setup() is given the
## avatar's Skeleton3D. Bones are addressed by canonical name, so this works
## for the local player and for snapshot-driven remote players alike.
const STRIDE := 0.42 ## peak hip swing, radians (~24 deg)
const ARM_SWING := 0.32 ## peak shoulder swing, radians
const KNEE := 0.5 ## peak knee bend, radians
const CYCLE := 1.9 ## phase (radians) advanced per metre travelled
const BLEND := 12.0 ## ease rate toward the target pose
const MOVE_EPS := 0.35 ## m/s below which we treat the avatar as idle
var speed: float = 0.0
var _skel: Skeleton3D = null
var _idx := {} # bone name -> skeleton index
var _phase := 0.0
var _amount := 0.0 # 0 = idle, 1 = full walk
const _BONES := [
"LeftUpperLeg", "RightUpperLeg", "LeftLowerLeg", "RightLowerLeg",
"LeftUpperArm", "RightUpperArm",
]
func setup(skeleton: Skeleton3D) -> void:
_skel = skeleton
_idx.clear()
if skeleton == null:
return
for b in _BONES:
var i := skeleton.find_bone(b)
if i != -1:
_idx[b] = i
func _process(delta: float) -> void:
if not is_instance_valid(_skel) or _idx.is_empty():
return
var moving := speed > MOVE_EPS
_amount = lerpf(_amount, 1.0 if moving else 0.0, clampf(BLEND * delta, 0.0, 1.0))
_phase += maxf(speed, 0.0) * delta * CYCLE
if _phase > TAU:
_phase -= TAU
var s := sin(_phase)
var swing := s * STRIDE * _amount
var arm := s * ARM_SWING * _amount
_pitch("LeftUpperLeg", swing)
_pitch("RightUpperLeg", -swing)
_pitch("LeftUpperArm", -arm)
_pitch("RightUpperArm", arm)
# Knee folds only while that leg is swinging back (negative pitch phase).
_pitch("LeftLowerLeg", maxf(0.0, -s) * KNEE * _amount)
_pitch("RightLowerLeg", maxf(0.0, s) * KNEE * _amount)
func _pitch(bone: String, angle: float) -> void:
if not _idx.has(bone):
return
var i: int = _idx[bone]
var rest_q := _skel.get_bone_rest(i).basis.get_rotation_quaternion()
_skel.set_bone_pose_rotation(i, rest_q * Quaternion(Vector3.RIGHT, angle))