From 061ceb76b95f259bf7c166ca9ed0c2fa557f867f Mon Sep 17 00:00:00 2001 From: Dustin Date: Sun, 4 May 2025 20:36:16 -0700 Subject: [PATCH] Deprecated old movement function. --- lib/classes/movement_parameters.gd | 5 + lib/classes/movement_state_receiver.gd | 382 +++++++++--------- lib/classes/state_animated_actor.gd | 7 +- lib/classes/state_modifier_movement.gd | 4 + .../playerE/PlayerE-Movement_StateReceiver.gd | 3 +- src/actors/players/playerE/states/fall.tres | 2 +- src/actors/players/playerE/states/idle.tres | 2 +- src/actors/players/playerE/states/jump.tres | 4 +- src/actors/players/playerE/states/roll.tres | 2 +- 9 files changed, 213 insertions(+), 198 deletions(-) diff --git a/lib/classes/movement_parameters.gd b/lib/classes/movement_parameters.gd index d9744ff..2aba68c 100644 --- a/lib/classes/movement_parameters.gd +++ b/lib/classes/movement_parameters.gd @@ -48,6 +48,11 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction move_speed_modifier.x += _modifier.horizontal_speed_offset move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration + base_move_speed.y += _modifier.vertical_speed + base_move_acceleration.y += _modifier.vertical_acceleration + move_speed_modifier.y += _modifier.vertical_speed_offset + move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration + # var movement_params :Dictionary = { diff --git a/lib/classes/movement_state_receiver.gd b/lib/classes/movement_state_receiver.gd index d9d9f2c..0a8b272 100644 --- a/lib/classes/movement_state_receiver.gd +++ b/lib/classes/movement_state_receiver.gd @@ -23,9 +23,9 @@ onready var desired_movement_vector: Vector2 = Vector2(0,0) # Since animactor state machine can actually view properties from this type # I'm thinking about moving the velocity tracker in here instead of player. var velocity = Vector2(0,0) -var momentum = Vector2(0,0) -var inertia = Vector2(0,0) -var acceleration = Vector2(0,0) +#var momentum = Vector2(0,0) +#var inertia = Vector2(0,0) +#var acceleration = Vector2(0,0) #Removing Probably not used #var sim_velocity = Vector2(0,0) @@ -61,8 +61,8 @@ func process_physics(delta): physics_delta = delta if has_method('_state_process_physics_' + current_state.name): call('_state_process_physics_' + current_state.name) - else: - move_actor_as_desired() +# else: +# move_actor_as_desired() # more likely needed for Players func process_physics_input(delta): @@ -427,194 +427,194 @@ func resolve_move_direction(_momentum :Vector2, ## About to DEPR this one for redesigned one above -func move_actor_as_desired( x_move_direction_override: float = 0): - var delta:float = physics_delta - var _move_speed = current_state.horizontal_speed - var _move_acceleration = current_state.horizontal_acceleration - var _move_speed_modifier = current_state.horizontal_speed_offset - var _move_modifier_move_acceleration = current_state.horizontal_speed_offset_acceleration - var _jerk_factor = current_state.jerk_factor - var _gravity = current_state.gravity - -# if current_state.physics_modifier: -# #physics_modifier.modifier_properties.jerk_factor -# #print(physics_modifier.name) -# #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed)) -# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties() -# if mod_props.move_speed != 0 and mod_props.directional_modifier == false: -# _move_speed = mod_props.move_speed -# _move_speed_modifier += mod_props.move_speed_modifier -# _move_acceleration += mod_props.move_acceleration -# _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration -# _jerk_factor += mod_props.jerk_factor - - var help_me_not_be_dumb = '' - - # Allow us to bump out of halt. - if _move_speed == 0 and desired_movement_vector.x != 0: - _move_speed = abs(desired_movement_vector.x) - - # Determine or physics movement direction - var current_x_velocity = velocity.x #move_component.velocity.x - var move_direction = 0.0 - # Determine movement direction if we have momentum - if momentum.x != 0: - if x_move_direction_override == 0: - move_direction = sign(current_x_velocity) -# if move_component.desired_movement_vector.x != 0: -# # set the move direction to the desired direction -# move_direction = move_component.desired_movement_vector.x -# else: -# # Set move direction to the transform direction -# move_direction = parent.transform.x.x - else: - move_direction = x_move_direction_override - else: # No current momentum in place - if x_move_direction_override == 0: - move_direction = desired_movement_vector.x - else: - move_direction = x_move_direction_override - -## TODO: I hate that I have to do this check again. -# if current_state.physics_modifier: -# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties() -# if mod_props.move_speed != 0 and mod_props.directional_modifier == true: -# # Since move_direction is always positive -# if sign(move_direction) == sign(mod_props.move_speed): -# _move_speed += mod_props.move_speed -# else: -# _move_speed -= mod_props.move_speed -# if sign(move_direction) == 0: -# move_direction = sign(mod_props.move_speed) * -1 -# #print("doing this? ") - - - # Determine the maximum move speed - var MAX_SPEED :float = 0 - var MIN_SPEED :float = 0 - if sign(_move_speed_modifier) == -1: # decreased speed modifier - help_me_not_be_dumb += '-SpeedMod' - # Move speed cannot go below zero with modifier applied - MIN_SPEED = _move_speed + _move_speed_modifier - # Poor man's clamp - if MIN_SPEED < 0: - MIN_SPEED = 0 - MAX_SPEED = _move_speed - elif sign(_move_speed_modifier) == +1: # increased speed modifier - help_me_not_be_dumb += '+SpeedMod' - MIN_SPEED = _move_speed - MAX_SPEED = _move_speed + _move_speed_modifier - else: # physics won't apply here - help_me_not_be_dumb += '_Speed' # Neutral Speed - MIN_SPEED = _move_speed - MAX_SPEED = _move_speed - - # get the latest aggregate acceleration - # If we have any acceleration applying - if (_move_modifier_move_acceleration + _move_acceleration) != 0: - # The acceleration is differant - # Perhaps it would be better to trigger this on a difference in modifier but they usually go together. - if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration): - if move_direction: - #print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration)) - acceleration.x = _move_modifier_move_acceleration + _move_acceleration - - # If we're no longer tryingg to move int the direction of our movement and momentum. - if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0): - if sign(_move_speed_modifier) == -1 : # decreased speed modifier - # Maybe we can compare the direction of the acceleration - # The direction of the acceleration should usually be positive at this point. - # when the modifier is negative. - if sign(move_direction) == sign(current_x_velocity): - if sign(acceleration.x) == sign(momentum.x): - acceleration.x *= -1 - # print("Whoh Woah") - # Flip the direction of the acceleration - if (sign(desired_movement_vector.x) == -1 and - sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and - sign(current_x_velocity) == -1): - print_debug("be more opposite") - - elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0): - print('why') - if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0): - #print("Step it up!") - # Flip the direction of the acceleration - acceleration.x *= -1 - - # Apply momentum and acceleration if a modifer exists - if momentum.x <= 0 and _move_speed_modifier !=0: - #if we're trying to move but we have no momentum applied currently - #if move_component.desired_movement_vector.x != 0: - if move_direction: - acceleration.x = _move_modifier_move_acceleration + _move_acceleration - ##TODO: I don't know where I should actually set the momentum. : - if sign(_move_speed_modifier) == -1: # decreased speed modifier - momentum.x = 0 - elif sign(_move_speed_modifier) == +1: # increased speed modifier - ##TODO: in most cases this should only be applied once. need to find a way to warn against this. - momentum.x = abs(_move_speed_modifier) - print("momentum applied!") - - # Reverse the accelerations if we carry over momentum but the modifier no longer applies. - if momentum.x > 0 and _move_speed_modifier == 0: - if sign(acceleration.x) == sign(momentum.x): - print("Whoh Woah your done.") - # Flip the direction of the acceleration - acceleration.x *= -1 - - - # We're going to adjust our move speed only to the modifier - momentum.x += acceleration.x * delta - ##TODO: Apparently I disabled jerk some time ago for some reason. - current_state.jerk += _jerk_factor * delta - - - var new_move_speed :float = 0 - if sign(_move_speed_modifier) == -1: # decreased speed modifier +#func move_actor_as_desired( x_move_direction_override: float = 0): +# var delta:float = physics_delta +# var _move_speed = current_state.horizontal_speed +# var _move_acceleration = current_state.horizontal_acceleration +# var _move_speed_modifier = current_state.horizontal_speed_offset +# var _move_modifier_move_acceleration = current_state.horizontal_speed_offset_acceleration +# var _jerk_factor = current_state.jerk_factor +# var _gravity = current_state.gravity +# +## if current_state.physics_modifier: +## #physics_modifier.modifier_properties.jerk_factor +## #print(physics_modifier.name) +## #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed)) +## var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties() +## if mod_props.move_speed != 0 and mod_props.directional_modifier == false: +## _move_speed = mod_props.move_speed +## _move_speed_modifier += mod_props.move_speed_modifier +## _move_acceleration += mod_props.move_acceleration +## _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration +## _jerk_factor += mod_props.jerk_factor +# +# var help_me_not_be_dumb = '' +# +# # Allow us to bump out of halt. +# if _move_speed == 0 and desired_movement_vector.x != 0: +# _move_speed = abs(desired_movement_vector.x) +# +# # Determine or physics movement direction +# var current_x_velocity = velocity.x #move_component.velocity.x +# var move_direction = 0.0 +# # Determine movement direction if we have momentum +# if momentum.x != 0: +# if x_move_direction_override == 0: +# move_direction = sign(current_x_velocity) +## if move_component.desired_movement_vector.x != 0: +## # set the move direction to the desired direction +## move_direction = move_component.desired_movement_vector.x +## else: +## # Set move direction to the transform direction +## move_direction = parent.transform.x.x +# else: +# move_direction = x_move_direction_override +# else: # No current momentum in place +# if x_move_direction_override == 0: +# move_direction = desired_movement_vector.x +# else: +# move_direction = x_move_direction_override +# +### TODO: I hate that I have to do this check again. +## if current_state.physics_modifier: +## var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties() +## if mod_props.move_speed != 0 and mod_props.directional_modifier == true: +## # Since move_direction is always positive +## if sign(move_direction) == sign(mod_props.move_speed): +## _move_speed += mod_props.move_speed +## else: +## _move_speed -= mod_props.move_speed +## if sign(move_direction) == 0: +## move_direction = sign(mod_props.move_speed) * -1 +## #print("doing this? ") +# +# +# # Determine the maximum move speed +# var MAX_SPEED :float = 0 +# var MIN_SPEED :float = 0 +# if sign(_move_speed_modifier) == -1: # decreased speed modifier +# help_me_not_be_dumb += '-SpeedMod' +# # Move speed cannot go below zero with modifier applied # MIN_SPEED = _move_speed + _move_speed_modifier +# # Poor man's clamp +# if MIN_SPEED < 0: +# MIN_SPEED = 0 # MAX_SPEED = _move_speed - momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier)) -# new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk - new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk - elif sign(_move_speed_modifier) == +1: # increased speed modifier +# elif sign(_move_speed_modifier) == +1: # increased speed modifier +# help_me_not_be_dumb += '+SpeedMod' # MIN_SPEED = _move_speed # MAX_SPEED = _move_speed + _move_speed_modifier - momentum.x = clamp(momentum.x, 0, _move_speed_modifier ) - new_move_speed = _move_speed + momentum.x # + jerk - else: # physics won't apply here -# move_component.acceleration.x = 0 -# move_component.momentum.x = 0 -# new_move_speed = _move_speed - momentum.x = clamp(momentum.x, 0, MIN_SPEED ) - new_move_speed = _move_speed + momentum.x # + jerk - - #new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED) - - var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x)) - -# if move_component.momentum.x != 0: - if debug_component == true: - UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(desired_movement_vector.x)) + - ")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) + - "\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) + - ",A" + str(round(acceleration.x)) + - "\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED)) - ) # str(round(jerk)) - - #sim_velocity.x = move_direction * sim_move_speed - #print(adjusted_move_speed, ",", new_move_speed, ",", jerk) - - #print(new_move_speed, " ", adjusted_move_speed) - - velocity.y += _gravity * delta - #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) - #print(speed_multiplier) -# move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed - velocity.x = move_direction * new_move_speed - #move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP) - var snap = Vector2.DOWN * 8 - if velocity.y < -8: - snap = Vector2.ZERO - velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true) +# else: # physics won't apply here +# help_me_not_be_dumb += '_Speed' # Neutral Speed +# MIN_SPEED = _move_speed +# MAX_SPEED = _move_speed +# +# # get the latest aggregate acceleration +# # If we have any acceleration applying +# if (_move_modifier_move_acceleration + _move_acceleration) != 0: +# # The acceleration is differant +# # Perhaps it would be better to trigger this on a difference in modifier but they usually go together. +# if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration): +# if move_direction: +# #print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration)) +# acceleration.x = _move_modifier_move_acceleration + _move_acceleration +# +# # If we're no longer tryingg to move int the direction of our movement and momentum. +# if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0): +# if sign(_move_speed_modifier) == -1 : # decreased speed modifier +# # Maybe we can compare the direction of the acceleration +# # The direction of the acceleration should usually be positive at this point. +# # when the modifier is negative. +# if sign(move_direction) == sign(current_x_velocity): +# if sign(acceleration.x) == sign(momentum.x): +# acceleration.x *= -1 +# # print("Whoh Woah") +# # Flip the direction of the acceleration +# if (sign(desired_movement_vector.x) == -1 and +# sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and +# sign(current_x_velocity) == -1): +# print_debug("be more opposite") +# +# elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0): +# print('why') +# if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0): +# #print("Step it up!") +# # Flip the direction of the acceleration +# acceleration.x *= -1 +# +# # Apply momentum and acceleration if a modifer exists +# if momentum.x <= 0 and _move_speed_modifier !=0: +# #if we're trying to move but we have no momentum applied currently +# #if move_component.desired_movement_vector.x != 0: +# if move_direction: +# acceleration.x = _move_modifier_move_acceleration + _move_acceleration +# ##TODO: I don't know where I should actually set the momentum. : +# if sign(_move_speed_modifier) == -1: # decreased speed modifier +# momentum.x = 0 +# elif sign(_move_speed_modifier) == +1: # increased speed modifier +# ##TODO: in most cases this should only be applied once. need to find a way to warn against this. +# momentum.x = abs(_move_speed_modifier) +# print("momentum applied!") +# +# # Reverse the accelerations if we carry over momentum but the modifier no longer applies. +# if momentum.x > 0 and _move_speed_modifier == 0: +# if sign(acceleration.x) == sign(momentum.x): +# print("Whoh Woah your done.") +# # Flip the direction of the acceleration +# acceleration.x *= -1 +# +# +# # We're going to adjust our move speed only to the modifier +# momentum.x += acceleration.x * delta +# ##TODO: Apparently I disabled jerk some time ago for some reason. +# current_state.jerk += _jerk_factor * delta +# +# +# var new_move_speed :float = 0 +# if sign(_move_speed_modifier) == -1: # decreased speed modifier +## MIN_SPEED = _move_speed + _move_speed_modifier +## MAX_SPEED = _move_speed +# momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier)) +## new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk +# new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk +# elif sign(_move_speed_modifier) == +1: # increased speed modifier +## MIN_SPEED = _move_speed +## MAX_SPEED = _move_speed + _move_speed_modifier +# momentum.x = clamp(momentum.x, 0, _move_speed_modifier ) +# new_move_speed = _move_speed + momentum.x # + jerk +# else: # physics won't apply here +## move_component.acceleration.x = 0 +## move_component.momentum.x = 0 +## new_move_speed = _move_speed +# momentum.x = clamp(momentum.x, 0, MIN_SPEED ) +# new_move_speed = _move_speed + momentum.x # + jerk +# +# #new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED) +# +# var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x)) +# +## if move_component.momentum.x != 0: +# if debug_component == true: +# UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(desired_movement_vector.x)) + +# ")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) + +# "\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) + +# ",A" + str(round(acceleration.x)) + +# "\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED)) +# ) # str(round(jerk)) +# +# #sim_velocity.x = move_direction * sim_move_speed +# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk) +# +# #print(new_move_speed, " ", adjusted_move_speed) +# +# velocity.y += _gravity * delta +# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) +# #print(speed_multiplier) +## move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed +# velocity.x = move_direction * new_move_speed +# #move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP) +# var snap = Vector2.DOWN * 8 +# if velocity.y < -8: +# snap = Vector2.ZERO +# velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true) diff --git a/lib/classes/state_animated_actor.gd b/lib/classes/state_animated_actor.gd index a01521a..cf7426d 100644 --- a/lib/classes/state_animated_actor.gd +++ b/lib/classes/state_animated_actor.gd @@ -15,7 +15,7 @@ export var horizontal_acceleration: float = 0 export var horizontal_speed_offset: float = 0 ## Applies only if offset applies export var horizontal_speed_offset_acceleration: float = 0 -export var jerk_factor: float = 0 +export var jerk_factor: float = 1.0 export var vertical_speed: float = 0 export var vertical_acceleration: float = 0 @@ -60,6 +60,11 @@ func get_movement_parameters() -> MovementParameters: movement_parameters.base_move_acceleration.x = horizontal_acceleration movement_parameters.move_speed_modifier.x = horizontal_speed_offset movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration + movement_parameters.base_move_speed.y = vertical_speed + movement_parameters.base_move_acceleration.y = vertical_acceleration + movement_parameters.move_speed_modifier.y = vertical_speed_offset + movement_parameters.move_speed_modifier_acceleration.y = vertical_speed_offset_acceleration + return movement_parameters diff --git a/lib/classes/state_modifier_movement.gd b/lib/classes/state_modifier_movement.gd index 2ca4b5f..6d13e2f 100644 --- a/lib/classes/state_modifier_movement.gd +++ b/lib/classes/state_modifier_movement.gd @@ -67,5 +67,9 @@ func merge(_merge_from_modifier: StateModifier): horizontal_acceleration += _merge_from_modifier.horizontal_acceleration horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration + vertical_speed += _merge_from_modifier.vertical_speed + vertical_acceleration += _merge_from_modifier.vertical_acceleration + vertical_speed_offset += _merge_from_modifier.vertical_speed_offset + vertical_speed_offset_acceleration += _merge_from_modifier.vertical_speed_offset_acceleration direction = _merge_from_modifier.direction only_grounded = _merge_from_modifier.only_grounded diff --git a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd index 9173bb8..4bd7253 100644 --- a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd @@ -249,7 +249,8 @@ func _state_process_physics_enter_right(): # Force role in facing direction # instead of movement direction - move_actor_as_desired(parent.transform.x.x) + #move_actor_as_desired(parent.transform.x.x) + apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state, parent.transform.x )) func _state_process_physics_land(): $"%LedgeDetector".set_enabled(true) diff --git a/src/actors/players/playerE/states/fall.tres b/src/actors/players/playerE/states/fall.tres index 42f5c01..b196fb4 100644 --- a/src/actors/players/playerE/states/fall.tres +++ b/src/actors/players/playerE/states/fall.tres @@ -13,7 +13,7 @@ horizontal_speed = 90.0 horizontal_acceleration = 0.0 horizontal_speed_offset = 0.0 horizontal_speed_offset_acceleration = 0.0 -jerk_factor = 0.0 +jerk_factor = 1.0 vertical_speed = 0.0 vertical_acceleration = 0.0 vertical_speed_offset = 0.0 diff --git a/src/actors/players/playerE/states/idle.tres b/src/actors/players/playerE/states/idle.tres index c864165..3976c0b 100644 --- a/src/actors/players/playerE/states/idle.tres +++ b/src/actors/players/playerE/states/idle.tres @@ -13,7 +13,7 @@ horizontal_speed = 1.36422e-12 horizontal_acceleration = 300.0 horizontal_speed_offset = 0.0 horizontal_speed_offset_acceleration = 0.0 -jerk_factor = 0.0 +jerk_factor = 1.0 vertical_speed = 0.0 vertical_acceleration = 0.0 vertical_speed_offset = 0.0 diff --git a/src/actors/players/playerE/states/jump.tres b/src/actors/players/playerE/states/jump.tres index 830d200..c2d21d7 100644 --- a/src/actors/players/playerE/states/jump.tres +++ b/src/actors/players/playerE/states/jump.tres @@ -13,10 +13,10 @@ horizontal_speed = 90.0 horizontal_acceleration = 0.0 horizontal_speed_offset = 0.0 horizontal_speed_offset_acceleration = 0.0 -jerk_factor = 0.0 +jerk_factor = 1.0 vertical_speed = 0.0 vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 +vertical_speed_offset = 200.0 vertical_speed_offset_acceleration = 0.0 preserve_inertia = true is_grounded = false diff --git a/src/actors/players/playerE/states/roll.tres b/src/actors/players/playerE/states/roll.tres index d001f5d..a8a6cda 100644 --- a/src/actors/players/playerE/states/roll.tres +++ b/src/actors/players/playerE/states/roll.tres @@ -13,7 +13,7 @@ horizontal_speed = 150.0 horizontal_acceleration = 1.36422e-12 horizontal_speed_offset = -140.0 horizontal_speed_offset_acceleration = -300.0 -jerk_factor = 0.0 +jerk_factor = 1.0 vertical_speed = 0.0 vertical_acceleration = 0.0 vertical_speed_offset = 0.0