Movement work into its own class

This commit is contained in:
Dustin 2025-05-08 23:55:14 -07:00
parent fc29c18552
commit 2301401dd0
3 changed files with 33 additions and 214 deletions

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@ -22,7 +22,7 @@ var jerk: float = 0.0
func modify(_movement_parameters :MovementParameters): func modify(_movement_parameters :MovementParameters):
pass pass
func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction :float): func apply_state_modifier(_modifier :StateModifierMovement):
match _modifier.modifier_type: match _modifier.modifier_type:
StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT: StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT:
var adjusted_move_speed = base_move_speed.x + _modifier.horizontal_speed var adjusted_move_speed = base_move_speed.x + _modifier.horizontal_speed

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@ -14,7 +14,6 @@ export var debug_component: bool = false
onready var current_state = StateAnimatedActor.new() onready var current_state = StateAnimatedActor.new()
onready var parent: KinematicBody2D = get_parent() onready var parent: KinematicBody2D = get_parent()
export var callable_state_machine :NodePath export var callable_state_machine :NodePath
var request_state_change: FuncRef var request_state_change: FuncRef
@ -23,9 +22,7 @@ onready var desired_movement_vector: Vector2 = Vector2(0,0)
# Since animactor state machine can actually view properties from this type # Since animactor state machine can actually view properties from this type
# I'm thinking about moving the velocity tracker in here instead of player. # I'm thinking about moving the velocity tracker in here instead of player.
var velocity = Vector2(0,0) var velocity = Vector2(0,0)
#var momentum = Vector2(0,0) var foo_velocity = preload("res://src/classes/velocity_calculations.gd").new()
#var inertia = Vector2(0,0)
#var acceleration = Vector2(0,0)
#Removing Probably not used #Removing Probably not used
#var sim_velocity = Vector2(0,0) #var sim_velocity = Vector2(0,0)
@ -43,6 +40,8 @@ const LEFT = -1.0
const RIGHT = 1.0 const RIGHT = 1.0
func _ready(): func _ready():
foo_velocity.debug = true
## FuncRef to request state machine change state ## FuncRef to request state machine change state
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state') request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
## Connect signal to get alerted of state change ## Connect signal to get alerted of state change
@ -144,6 +143,23 @@ func _on_modifiers_updated(_modifier_type :int, _modifier_action :int, _merged_m
print("Registered Modifier Movement: ", _merged_modifier.horizontal_speed) print("Registered Modifier Movement: ", _merged_modifier.horizontal_speed)
modifier = _merged_modifier modifier = _merged_modifier
func apply_state_modifier(movement_parameters :MovementParameters) -> MovementParameters:
if modifier and modifier.is_active:
if (current_state.is_grounded and modifier.only_grounded): # Should we skip
movement_parameters.apply_state_modifier(modifier)
return movement_parameters
## Passed in acceleration, vel, etc is applied to whatever
## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted
func apply_movement_to_parent( _velocity :Vector2) -> void:
var snap = Vector2.DOWN * 8
## Disable snap when trying to jump (hacky?)
if _velocity.y < -8:
snap = Vector2.ZERO
if parent is KinematicBody2D:
foo_velocity.velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true)
enum RANGE_PLACEMENT { enum RANGE_PLACEMENT {
BEFORE_RANGE = -1, BEFORE_RANGE = -1,
@ -201,12 +217,7 @@ func new_move_actor_as_desired(_delta :float,
var modifier_indicator := '' var modifier_indicator := ''
var movement_parameters :MovementParameters = _state.get_movement_parameters() var movement_parameters :MovementParameters = _state.get_movement_parameters()
if modifier and modifier.is_active:
if (_state.is_grounded and modifier.only_grounded): # Should we skip
modifier_indicator = '*'
if _state.name == 'jump':
var foo = 2+2 # break
movement_parameters.apply_state_modifier(modifier, move_direction.x)
## Inertia only applies if there is a difference between the ## Inertia only applies if there is a difference between the
# base move speed and a derived move speed. This makes it so all you # base move speed and a derived move speed. This makes it so all you
@ -379,15 +390,7 @@ func placement_to_speed_range(speed: float, speed_range: Vector2) -> int:
return RANGE_PLACEMENT.BEFORE_RANGE return RANGE_PLACEMENT.BEFORE_RANGE
return 0 return 0
## Passed in acceleration, vel, etc is applied to whatever
## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted
func apply_movement_to_parent( _velocity :Vector2) -> void:
var snap = Vector2.DOWN * 8
## Disable snap when trying to jump (hacky?)
if _velocity.y < -8:
snap = Vector2.ZERO
if parent is KinematicBody2D:
velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true)
## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED ## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED
@ -456,195 +459,3 @@ func resolve_move_direction(_momentum :Vector2,
return Vector2(horizontal_movement_direction, vertical_movement_direction) return Vector2(horizontal_movement_direction, vertical_movement_direction)
## 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
## 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)

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@ -160,7 +160,9 @@ func _state_process_physics_idle():
if $"%LadderDetector".is_colliding() and _wants_climb == true: if $"%LadderDetector".is_colliding() and _wants_climb == true:
request_state_change.call_func('climb') request_state_change.call_func('climb')
var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state ) # var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state )
# apply_movement_to_parent(_v)
var _v = foo_velocity.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), desired_movement_vector )
apply_movement_to_parent(_v) apply_movement_to_parent(_v)
func attack_primary(): func attack_primary():
@ -333,7 +335,13 @@ func _state_process_physics_move():
#var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state ) #var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state )
#apply_movement_to_parent(_v) #apply_movement_to_parent(_v)
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state )) #apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
apply_movement_to_parent(
foo_velocity.calculate_velocity(
physics_delta ,
apply_state_modifier(current_state.get_movement_parameters()),
desired_movement_vector )
)
func get_climb_shape_location() -> Vector2: func get_climb_shape_location() -> Vector2:
if $"%LadderDetector".is_colliding(): if $"%LadderDetector".is_colliding():