Sprite rotation with 2.5d sprites and slopes

Godot Version

4.5

Question

How do I make the sprite rotation only work depending on the slope direction and player rotation

extends CharacterBody3D
class_name Player

@export var small_speed = 17.5
@export var big_speed = 35.0
var speed_timer = 0
var SPEED = 17.5
const JUMP_VEVO = 8
enum states{Normal,Air,Spindash,Roll}
@export var music = Node3D
# Trick Template [Name,Time,Score]
var tricks = [["",0,0],["Wall Jump",0.5,50],["Big Boost",2,200],["Show Off",0.1,10],["Small Boost",0.25,25]]
var trickdone = tricks[0]:
	set(new_value):
		var old_trick = trickdone
		trickdone = new_value
		if trickdone != old_trick:
			stuff()
var tricksdone = []
var score = 0:
	set(new_value):
		var old = score
		score = new_value
		if score != old:
			scoreing()
var timer = 0
var vevo = Vector3.ZERO
var state = states.Normal
var savevevo = vevo
signal list(value: Array)
signal scoring(valueee: float)
signal timing(valuee: float)
signal coininger(valueeee: float)
signal adding(val: float)
var time = 0:
	set(new_value):
		var old = time
		time = new_value
		if time != old:
			thing()
var direction = 0
var animation = 0
var slope = 0
var size = 0
var adding_up = 0:
	set(new_value):
		var oldd = adding_up
		adding_up = new_value
		if adding_up != oldd:
			timingtwo()
var coin = 0:
	set(new_value):
		var oldd = coin
		coin = new_value
		if coin != oldd:
			coining()
@export var gravity_scale = 1.2
var surface_normal = Vector3.ZERO
@export var camera = Node3D
var big_boost = false
var timert = 0
var taunt = false
# Build a stable orthonormal basis that uses `new_y` as the up vector
func scoreing():
	scoring.emit(score)

func timingtwo():
	adding.emit(adding_up)

func coining():
	coininger.emit(coin)

func thing():
	if(tricksdone.size() >= 1):
		print(timer)
		timing.emit(1-timer)
	else:
		timing.emit(0)

func none():
	list.emit(tricksdone)

func stuff():
	if (tricksdone.size() == 0 or tricksdone[0] != trickdone[0] or trickdone[0] == "Show Off") and (trickdone[0] != ""):
		tricksdone.insert(0,trickdone[0])
		score += (trickdone[2] * clamp(tricksdone.count(trickdone[0])/10.0,1.0,10.0))
		adding_up += (trickdone[2] * clamp(tricksdone.count(trickdone[0])/10.0,1.0,10.0))
		timer -= trickdone[1]
		list.emit(tricksdone)

func get_surface_tangent() -> Vector3:
	var up = surface_normal
	var forward = -global_transform.basis.z
	return (forward - up * forward.dot(up)).normalized()

func align_with_y(xform: Transform3D, new_y: Vector3) -> Transform3D:
	new_y = new_y.normalized()
	# choose a forward vector that's not parallel to new_y
	var forward = -xform.basis.z
	if abs(forward.dot(new_y)) > 0.999: # almost parallel -> pick another axis
		forward = xform.basis.x
	forward = (forward - new_y * forward.dot(new_y)).normalized() # project onto plane orthogonal to new_y
	var right = forward.cross(new_y).normalized()
	# set orthonormal basis: x = right, y = new_y, z = -forward (convention: z points forward)
	var b = Basis()
	b.x = right
	b.y = new_y
	b.z = -forward
	xform.basis = b.orthonormalized()
	return xform

func _process(delta: float) -> void:
	timer = clamp(timer,-1,2)
	$Sprite3D.rotation.x = camera.rotation.x - global_rotation.x
	$Sprite3D.rotation.z = camera.rotation.z - global_rotation.z
	speed_timer -= delta
	if(big_boost)&&(timert<0.1)&&(taunt):
		timert += delta
	else:
		taunt = false
		trickdone = tricks[0]
	if(adding_up > 1000.0):
		speed_timer = 5
	if(speed_timer > 0):
		music.play_speed = lerp(float(music.play_speed),3.0,delta * 5.0)
		SPEED = lerp(SPEED,big_speed,5.0 * delta)
	else:
		music.play_speed = lerp(music.play_speed,1.0,delta * 5.0)
		SPEED = lerp(SPEED,small_speed,5.0 * delta)
	print(str(timer)+" stuff")
	print(surface_normal)
	time += delta * 30
	if(tricksdone.size() >= 1):
		timer += delta
	else:
		adding_up = 0
	$Sprite3D.frame_coords.x = fmod(time,40)
	$Sprite3D.frame_coords.y = slope + (direction * 5)
	print(round(angle() / 45))
	slope = round(angle() / 45)
	var p_fwd = -camera.global_transform.basis.z
	var fwd = -$Node3D.transform.basis.z
	var left = -$Node3D.transform.basis.x
	var l_dot = left.dot(p_fwd)
	var f_dot = fwd.dot(p_fwd)
	$Sprite3D.flip_v = (angle() > 180)
	if f_dot < -0.85:
		if (angle() < 181):
			direction=0
		else:
			direction=4
	elif f_dot > 0.85:
		if (angle() < 181):
			direction=4
		else:
			direction=0
	else:
		$Sprite3D.flip_h = l_dot < 0
		if abs(f_dot) < 0.3:
			direction=2
		elif f_dot < 0:
			if (angle() < 181):
				direction=1
			else:
				direction=3
		else:
			if (angle() < 181):
				direction=3
			else:
				direction=1

func _physics_process(delta : float) -> void:
	print(str(tricksdone)+" Ohio")
	if(timer>1)&&(tricksdone.size()>1):
		trickdone = tricks[0]
		timer = 0
		print(str(tricksdone.count("Show Off"))+" Simga")
		print(str(((tricksdone.size()) - tricksdone.count("Show Off")))+" Sigma")
		if tricksdone.count("Show Off") > ((tricksdone.size())-tricksdone.count("Show Off")):
			$AudioStreamPlayer.play()
			tricksdone.clear()
			stuff()
		else:
			tricksdone.clear()
			stuff()
		none()
	pass
	if(($Sprite3D2.position.y + 10)/10) > 0:
		size = ($Sprite3D2.position.y + 10) / 10
	else:
		size = 0
	$Sprite3D2.scale = Vector3(size,size,size)
	$Sprite3D2.global_position = $RayCast3D2.get_collision_point() + (Vector3(0,0.10,0)*Basis(-basis.x,basis.y,-basis.z))
	match state:
		states.Normal:
			Idle(delta)
		states.Air:
			Jump(delta)

func converting():
	print(abs(angle()))
	velocity = global_transform.basis * vevo

func Jump(delta: float):
	if(big_boost && Input.is_action_just_pressed("taunt")) && timer != 0:
		taunt = true
		trickdone = tricks[3]
		$AudioStreamPlayer2.play()
		$AudioStreamPlayer2.pitch_scale = (tricksdone.count("Show Off")+5)/5
		timert = 0
	surface_normal = Vector3(0,1,0)
	if vevo.y < 20.5 && (!$RayCast3D.is_colliding()) && (!$Node3D/RayCast3D.is_colliding() && !$Node3D/RayCast3D2.is_colliding()):
		up_direction = lerp(up_direction,Vector3.UP,delta * 5)
		rotation.y = lerp(rotation.y,0.0,delta * 5)
		global_transform = lerp(global_transform,align_with_y(global_transform,Vector3(0,1,0)),delta * 5)
	# Gravity (only when not on floor)
	if not $RayCast3D.is_colliding():
		if(round(global_basis.y) != Vector3(0,1,0)):
			vevo = savevevo
			global_transform = lerp(global_transform,align_with_y(global_transform, Vector3(0,1,0)),delta * 20)
			if(vevo.y > 10) && (!big_boost):
				big_boost = true
				taunt = false
				timert = 0.2
				trickdone = tricks[2]
			elif(!big_boost) && (!Input.is_action_pressed("ui_accept")):
				taunt = false
				timert = 0.2
				trickdone = tricks[4]
		vevo += Vector3(0,-9.8 * gravity_scale,0) * delta
	else:
		big_boost = false
		state = states.Normal
		
	if($RayCast3D.is_colliding()):
		state = states.Normal
	horizontal(delta)
	converting()
	move_and_slide()

func angle():
	var angle_rad := acos(clamp(surface_normal.dot(Vector3.UP), -1.0, 1.0))
	return rad_to_deg(angle_rad)

func horizontal(delta: float):
	var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
	var direction_local := Vector3(input_dir.x, 0.0, input_dir.y)
	if direction_local.length() > 0.001:
		$Node3D.rotation.y = -input_dir.angle() + -1.57079637050629
		direction_local = direction_local.normalized()
		vevo.x = move_toward(vevo.x,direction_local.x * SPEED, SPEED * delta * 2.0)
		vevo.z = move_toward(vevo.z,direction_local.z * SPEED, SPEED * delta * 2.0)
	else:
		# smoothly decelerate (tweak the third argument if you want faster/slower stop)
		vevo.x = move_toward(vevo.x, 0.0, SPEED * delta * 1.5)
		vevo.z = move_toward(vevo.z, 0.0, SPEED * delta * 1.5)

func Idle(delta: float):
	#Slope Collision
	if(abs(angle()) > 45) && (Vector3(vevo.x,0,vevo.z).length() < 2):
		vevo.y = 10
	vevo += Vector3((surface_normal.cross(Vector3.UP) * -0.65).z,0,(surface_normal.cross(Vector3.UP) * -0.65).x)
	# Get valid collision normals from raycasts, only if they hit.
	var n_sum = Vector3.ZERO
	var count = 0
	if $Node3D/RayCast3D.is_colliding():
		n_sum += $Node3D/RayCast3D.get_collision_normal()
		count += 1
	if $Node3D/RayCast3D2.is_colliding():
		n_sum += $Node3D/RayCast3D2.get_collision_normal()
		count += 1
	
#Ground Collision
	var n = Vector3.UP
	$RayCast3D.target_position = Vector3(0,-0.4,0)
	
	if count > 0:
		n = (n_sum / float(count)).normalized()
	surface_normal = n
	# Align to slope when on floor
	if $RayCast3D.is_colliding():
		vevo.y = 0
		up_direction = n
		global_transform = lerp(global_transform,align_with_y(global_transform, n),delta * 20)
	else:
		up_direction = Vector3.UP
		state = states.Air
	# Jump
	if Input.is_action_pressed("ui_accept") and $RayCast3D.is_colliding():
		if(abs(angle())>=90)&&(trickdone != tricks[1]):
			trickdone = tricks[1]
		vevo.y = JUMP_VEVO

	# Input-based movement in *local* X/Z (X = right, Z = forward)

	# If falling, snap to floor (optional)
	if vevo.y < 0 && $RayCast3D.is_colliding():
		apply_floor_snap()

	# **Important:** convert local `vevo` into global velocity correctly
	# Use basis.xform to transform a local vector into global space
	
	if(abs(angle()) > 90):
		savevevo = Vector3((global_transform.basis * vevo).x,(global_transform.basis * vevo).z,(global_transform.basis * vevo).y)
	else:
		savevevo = global_transform.basis * vevo
	horizontal(delta)
	converting()
	print(global_transform.basis * vevo)
	# Move; pass the slope normal as the up direction so CharacterBody3D handles slopes correctly
	move_and_slide()

I dont acctually mean sprite rotation just how the spritesheet uses the slope variable and fixing some directions rotating on the wrong slope direction

That is a lot of code. Can you edit out the irrelevant parts?

i dont need to do this any more

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