Adding movement component state based
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8534498add
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1f2a5908c9
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@ -14,7 +14,7 @@ export var debug_actor: bool = false
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onready var sound_effect_player: AudioStreamPlayer = $SE_Player
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onready var movement_component: MovementComponent = $movement_component
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#onready var movement_component: MovementComponent = $movement_component
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#onready var movement_state_machine: StateMachineAnimatedActor = $movement_state_machine
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onready var movement_state_machine: StateMachine = $movement_state_machine
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@ -29,7 +29,7 @@ var sound_effects_dict: Dictionary
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func _ready() -> void:
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#movement_state_machine.init_animated_actor(self)
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movement_component.attack_function = funcref(self, "attack")
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#movement_component.attack_function = funcref(self, "attack")
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# movement_component.player_number = player_number
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# Experimenting with sound based resources I did this and it worked
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287
lib/classes/movement_state_receiver.gd
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287
lib/classes/movement_state_receiver.gd
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@ -0,0 +1,287 @@
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class_name Movement_StateReceiver
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extends Node
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## Movement component
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# attempts to interact with movement of the scene root without knowing what
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# it is. It can be perhaps a static body or kinematicbody
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# it doesn't actually move a node, that's what the state machine does
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# but it does keep track of velocity
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# I can't give it an actor node or a direct reference.
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# It can use a number of detection components to help inform decisions.
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export var debug_component: bool = false
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onready var current_state = StateAnimatedActor.new()
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onready var parent: KinematicBody2D = get_parent()
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export var callable_state_machine :NodePath
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var request_state_change: FuncRef
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onready var desired_movement_vector: Vector2 = Vector2(0,0)
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var current_movement_state:String
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# Since animactor state machine can actually view properties from this type
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# I'm thinking about moving the velocity tracker in here instead of player.
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var velocity = Vector2(0,0)
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var momentum = Vector2(0,0)
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var acceleration = Vector2(0,0)
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var sim_velocity = Vector2(0,0)
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#Can't use floats here, switched to constants.
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#enum directions {UP = -1, DOWN = 1, LEFT, RIGHT}
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var attack_function: FuncRef
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const UP = -1.0
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const DOWN = 1.0
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const LEFT = -1.0
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const RIGHT = 1.0
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func _ready():
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pass
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func process_physics(delta):
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pass
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# Shouldn't need a proces function
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#func process(delta):
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# pass
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func process_input(event: InputEvent):
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pass
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# A Series of helper functions
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func go_up():
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desired_movement_vector.y = UP
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func go_down():
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desired_movement_vector.y = DOWN
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func go_left():
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desired_movement_vector.x = LEFT
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func go_right():
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desired_movement_vector.x = RIGHT
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func stop():
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desired_movement_vector = Vector2(0,0)
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# Return the desired direction of movement for the character
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# in the range [-1, 1], where positive values indicate a desire
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# to move to the right and negative values to the left.
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func get_movement_direction() -> float:
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return desired_movement_vector.x
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# Return a boolean indicating if the character wants to jump
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func wants_jump() -> bool:
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return false
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# Return a boolean indicating if the character wants to attack
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func wants_shoot() -> bool:
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return false
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# Return a boolean indicating if the character wants to dash
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func wants_dash() -> bool:
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return false
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func wants_roll() -> bool:
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return false
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func wants_climb() -> bool:
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return false
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func get_climb_shape_location() -> Vector2:
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return Vector2(-1,-1)
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func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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var _move_speed = current_state.move_speed
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var _move_speed_modifier = current_state.move_speed_modifier
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var _move_modifier_move_acceleration = current_state.move_modifier_move_acceleration
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var _move_acceleration = current_state.move_acceleration
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var _jerk_factor = current_state.jerk_factor
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var _gravity = current_state.gravity
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if current_state.physics_modifier:
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#physics_modifier.modifier_properties.jerk_factor
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#print(physics_modifier.name)
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#UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
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var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
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if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
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_move_speed = mod_props.move_speed
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_move_speed_modifier += mod_props.move_speed_modifier
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_move_acceleration += mod_props.move_acceleration
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_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
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_jerk_factor += mod_props.jerk_factor
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var help_me_not_be_dumb = ''
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# Allow us to bump out of halt.
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if _move_speed == 0 and desired_movement_vector.x != 0:
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_move_speed = abs(desired_movement_vector.x)
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# Determine or physics movement direction
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var current_x_velocity = velocity.x #move_component.velocity.x
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var move_direction = 0.0
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# Determine movement direction if we have momentum
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if momentum.x != 0:
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if x_move_direction_override == 0:
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move_direction = sign(current_x_velocity)
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# if move_component.desired_movement_vector.x != 0:
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# # set the move direction to the desired direction
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# move_direction = move_component.desired_movement_vector.x
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# else:
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# # Set move direction to the transform direction
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# move_direction = parent.transform.x.x
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else:
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move_direction = x_move_direction_override
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else: # No current momentum in place
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if x_move_direction_override == 0:
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move_direction = desired_movement_vector.x
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else:
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move_direction = x_move_direction_override
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## TODO: I hate that I have to do this check again.
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if current_state.physics_modifier:
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var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
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if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
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# Since move_direction is always positive
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if sign(move_direction) == sign(mod_props.move_speed):
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_move_speed += mod_props.move_speed
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else:
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_move_speed -= mod_props.move_speed
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if sign(move_direction) == 0:
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move_direction = sign(mod_props.move_speed) * -1
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#print("doing this? ")
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# Determine the maximum move speed
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var MAX_SPEED :float = 0
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var MIN_SPEED :float = 0
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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help_me_not_be_dumb += '-SpeedMod'
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# Move speed cannot go below zero with modifier applied
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MIN_SPEED = _move_speed + _move_speed_modifier
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# Poor man's clamp
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if MIN_SPEED < 0:
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MIN_SPEED = 0
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MAX_SPEED = _move_speed
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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help_me_not_be_dumb += '+SpeedMod'
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MIN_SPEED = _move_speed
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MAX_SPEED = _move_speed + _move_speed_modifier
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else: # physics won't apply here
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help_me_not_be_dumb += '_Speed' # Neutral Speed
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MIN_SPEED = _move_speed
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MAX_SPEED = _move_speed
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# get the latest aggregate acceleration
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# If we have any acceleration applying
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if (_move_modifier_move_acceleration + _move_acceleration) != 0:
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# The acceleration is differant
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# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
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if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
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if move_direction:
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print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
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acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# If we're no longer tryingg to move int the direction of our movement and momentum.
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if sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0:
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if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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# Maybe we can compare the direction of the acceleration
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# The direction of the acceleration should usually be positive at this point.
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# when the modifier is negative.
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if sign(move_direction) == sign(current_x_velocity):
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if sign(acceleration.x) == sign(momentum.x):
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print("Whoh Woah")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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if (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == -1):
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print("be more opposite")
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# if sign(_move_speed_modifier) == 1: # increased speed modifier
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# print("faster faster.")
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elif sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0:
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if sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0:
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print("Step it up!")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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# Apply momentum and acceleration if a modifer exists
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if momentum.x <= 0 and _move_speed_modifier !=0:
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#if we're trying to move but we have no momentum applied currently
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#if move_component.desired_movement_vector.x != 0:
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if move_direction:
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acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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##TODO: I don't know where I should actually set the momentum. :
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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momentum.x = 0
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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##TODO: in most cases this should only be applied once. need to find a way to warn against this.
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momentum.x = abs(current_state.move_speed_modifier)
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print("momentum applied!")
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# Reverse the accelerations if we carry over momentum but the modifier no longer applies.
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if momentum.x > 0 and _move_speed_modifier == 0:
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if sign(acceleration.x) == sign(momentum.x):
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print("Whoh Woah your done.")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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# We're going to adjust our move speed only to the modifier
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momentum.x += acceleration.x * delta
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current_state.jerk += _jerk_factor * delta
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var new_move_speed :float = 0
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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# MIN_SPEED = _move_speed + _move_speed_modifier
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# MAX_SPEED = _move_speed
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momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier))
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# new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
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new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# MIN_SPEED = _move_speed
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# MAX_SPEED = _move_speed + _move_speed_modifier
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momentum.x = clamp(momentum.x, 0, _move_speed_modifier )
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new_move_speed = _move_speed + momentum.x # + jerk
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else: # physics won't apply here
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# move_component.acceleration.x = 0
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# move_component.momentum.x = 0
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# new_move_speed = _move_speed
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momentum.x = clamp(momentum.x, 0, MIN_SPEED )
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new_move_speed = _move_speed + momentum.x # + jerk
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#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
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var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x))
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# if move_component.momentum.x != 0:
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if true:
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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)) +
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")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
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"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) +
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",A" + str(round(acceleration.x)) +
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"\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
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) # str(round(jerk))
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sim_velocity.x = move_direction * sim_move_speed
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#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
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#print(new_move_speed, " ", adjusted_move_speed)
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velocity.y += _gravity * delta
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#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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#print(speed_multiplier)
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# move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
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velocity.x = move_direction * new_move_speed
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#move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP)
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var snap = Vector2.DOWN * 8
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if velocity.y < -8:
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snap = Vector2.ZERO
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velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true)
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@ -4,7 +4,7 @@
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[ext_resource path="res://lib/classes/state_machine.gd" type="Script" id=2]
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[ext_resource path="res://assets/actors/players/playerE/new_spriteframes.tres" type="SpriteFrames" id=3]
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[ext_resource path="res://lib/classes/state_animated_actor.gd" type="Script" id=4]
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[ext_resource path="res://src/classes/movement_component.gd" type="Script" id=5]
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[ext_resource path="res://lib/classes/movement_state_receiver.gd" type="Script" id=5]
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[ext_resource path="res://lib/classes/actor.gd" type="Script" id=8]
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[sub_resource type="Resource" id=1]
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@ -43,7 +43,7 @@ __meta__ = {
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}
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callable_state_machine = NodePath("../movement_state_machine")
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[node name="movement_component" type="Node" parent="."]
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[node name="Movement_StateReceiver" type="Node" parent="."]
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script = ExtResource( 5 )
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[node name="movement_state_machine" type="Node" parent="."]
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@ -59,6 +59,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/classes/movement_component.gd"
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}, {
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"base": "Node",
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"class": "Movement_StateReceiver",
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"language": "GDScript",
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"path": "res://lib/classes/movement_state_receiver.gd"
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}, {
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"base": "Resource",
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"class": "State",
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"language": "GDScript",
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@ -95,6 +100,7 @@ _global_script_class_icons={
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"ModifierProperties": "",
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"Modifier_Receiver": "",
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"MovementComponent": "",
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"Movement_StateReceiver": "",
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"State": "",
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"StateAnimatedActor": "",
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"StateMachine": "",
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