Kinematic movement process improvements. Hope they stick.
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@ -160,18 +160,6 @@ func new_move_actor_as_desired(_delta :float,
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_state :StateAnimatedActor,
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_movement_override_normal := Vector2(0,0),
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_velocity_override := Vector2(0,0)) -> Vector2:
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## Calculated movement speed.
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# var movement_params :Dictionary = {
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# "_base_h_move_speed" : _state.horizontal_speed,
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# "_base_h_move_acceleration" : _state.horizontal_acceleration,
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# "_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
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# "_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
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# "_jerk_factor" : _state.jerk_factor,
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# "_gravity" : _state.gravity
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# }
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var movement_parameters :MovementParameters = _state.get_movement_parameters()
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if modifier and modifier.is_active:
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movement_parameters.apply_state_modifier(modifier)
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var calc_velocity = Vector2.ZERO
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if _velocity_override.x != 0.0:
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@ -209,6 +197,10 @@ func new_move_actor_as_desired(_delta :float,
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impulse_applied_dir = sign(calc_velocity.x)
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var movement_parameters :MovementParameters = _state.get_movement_parameters()
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if modifier and modifier.is_active:
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movement_parameters.apply_state_modifier(modifier)
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## Inertia only applies if there is a difference between the
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# base move speed and a derived move speed. This makes it so all you
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# have to do is provide a move speed and that is the speed we will travel.
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@ -247,27 +239,34 @@ func new_move_actor_as_desired(_delta :float,
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## We are always moving from h_speed.x towards y at a given rate
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## if we have a difference of speed and an acceleration
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if h_speed.x != h_speed.y and calc_acceleration.x != 0.0:
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debug_speed_tracker = h_speed
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## Start speed really shouldn't be less than zero (modifiers can do this)
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# if h_speed.x < h_speed.y:
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# h_speed.x = clamp(h_speed.x,0.0,h_speed.y)
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## If we have mismatched signs we'll get really bad behavior
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if sign(h_speed.y) != sign(h_speed.x):
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if h_speed.x < h_speed.y:
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h_speed.x = clamp(h_speed.x, 0.0, h_speed.y)
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else:
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h_speed.y = clamp(h_speed.y, 0.0, h_speed.x)
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##TODO: Find a better way to apply impulse on target velocity changes.
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## Determine whether we should apply impulse
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## If there is currently no inertia apply the base h_speed
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## If the direction of our inertia is different to our intended speed direction
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# and the inertia is not already in range of the movement speed, apply impulse.
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# range part is working but we need to also apply it when we have zero
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# velocity, hopefully we're at full stop at this point
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##
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if sign(calc_inertia.x) != sign(h_speed.x):
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## Only if inertia is not already in range.
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# if calc_inertia.x <= h_speed.x or calc_inertia.x >= h_speed.y:
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if is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y):
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if is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) or h_speed != debug_speed_tracker:
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## ? But we only want to do this once though.
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if impulse_applied == false:
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print("Movement Impulse applied: ", h_speed.x)
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calc_inertia.x += h_speed.x
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impulse_applied = true
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impulse_applied_dir = move_direction.x
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debug_speed_tracker = h_speed
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# elif calc_inertia.x != 0.0:
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# ##WIP: attempts to apply start speed only once
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# if h_speed.x < h_speed.y:
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@ -277,22 +276,14 @@ func new_move_actor_as_desired(_delta :float,
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# if calc_inertia.x > h_speed.x and sign(move_direction.x) == calc_inertial_dir.x:
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# calc_inertia.x = h_speed.x
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if modifier and modifier.is_active:
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var foo = 2+2 # breakpoint check
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## Apply acceleration
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
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## Apply friction
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#calc_inertia.x = move_toward(calc_inertia.x, 0, abs(calc_friction.x * _delta))
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if modifier and modifier.is_active:
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var foo = 2+2 # breakpoint check
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## Working but trying something new:
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# if h_speed.y > h_speed.x:
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# calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, (calc_acceleration.x * _delta))
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# else:
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# ## use of move_toward forcing need to apply negative accel as postitive.
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# #calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, abs(calc_acceleration.x * _delta))
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# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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# h_speed.y , h_speed.x)
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elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement
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