Remove unused code in movement parameters

This commit is contained in:
Dustin 2025-05-30 20:40:14 -07:00
parent 59f2823b21
commit 2ef9a36851
3 changed files with 6 additions and 89 deletions

View File

@ -13,11 +13,6 @@ const BASE_ACCELERATION = 0
const MAX_ACCELERATION = 1
const MIN_ACCELERATION = 2 # or -1
## Vector based ones for x and y
#export var base_move_speed :Vector2
#export var base_move_acceleration :Vector2
#export var move_speed_modifier :Vector2
#export var move_speed_modifier_acceleration :Vector2
export var jerk_factor :Vector2
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
@ -26,16 +21,6 @@ var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
## Can be set to help with debugging the velocity controller
export var debug_name :String
# export var base_h_move_speed :float
# export var base_h_move_acceleration :float
# export var h_move_speed_modifier :float
# export var h_move_modifier_move_acceleration :float
# export var base_v_move_speed :float
# export var base_v_move_acceleration :float
# export var v_move_speed_modifier :float
# export var v_move_modifier_move_acceleration :float
func get_speed_start(direction :int) -> Vector2:
return _speed_start[direction]
@ -81,33 +66,14 @@ func apply_multiple_modifiers( _modifiers: Array, _movement_direction :Vector2):
apply_state_modifier(m, _movement_direction)
func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction :Vector2):
#_modifier.direction == _modifier.APPLIED_DIRECTIONS.LEFT_OR_UP
##TODO: probably math the min and max as well somehow
## Accel processing is the same regardless of direction now
set_acceleration( ( _acceleration + _modifier.acceleration),
_modifier.min_acceleration,
_modifier.max_acceleration )
# var adjusted_accel = acceleration[BASE_ACCELERATION] + _modifier.acceleration
# if adjusted_accel.x < _modifier.min_acceleration.x:
# adjusted_accel.x = _modifier.min_acceleration.x
# if adjusted_accel.y < _modifier.min_acceleration.y:
# adjusted_accel.y = _modifier.min_acceleration.y
#
# if adjusted_accel.max_acceleration.x != 0:
# if adjusted_accel.x > _modifier.max_acceleration.x:
# adjusted_accel.x = _modifier.max_acceleration.x
# if adjusted_accel.max_acceleration.y != 0:
# if adjusted_accel.y > _modifier.max_acceleration.y:
# adjusted_accel.y = _modifier.max_acceleration.y
match _modifier.modifier_type:
StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT:
# var adjusted_move_speed = base_move_speed.x + _modifier.horizontal_speed
# ## We crossed the zero from the base
# if sign(adjusted_move_speed) != sign(base_move_speed.x):
# base_move_speed.x = 0.0
# else:
# base_move_speed.x = adjusted_move_speed
var speed :Vector2 = get_speed_start(_modifier.direction)
var adjusted_move_speed = get_speed_start(_modifier.direction) + _modifier.speed_start
@ -134,50 +100,11 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
set_speed_end(_modifier.direction, speed)
# var adjusted_accel = base_move_acceleration.x + _modifier.horizontal_acceleration
# if sign(adjusted_accel) != sign(base_move_acceleration.x):
# base_move_acceleration.x = 0.0
# else:
# base_move_acceleration.x = adjusted_accel
#var accel :Vector2 = get_acceleration(_modifier.direction)
#var adjusted_accel = get_acceleration(_modifier.direction) + _modifier.acceleration
# if sign(adjusted_accel.x) != sign(accel.x):
# accel.x = 0.0
# else:
# accel.x = adjusted_accel.x
# if sign(adjusted_accel.y) != sign(accel.y):
# accel.y = 0.0
# else:
# accel.y = adjusted_accel.y
# set_acceleration(_modifier.direction, accel)
if (true): #DEGUG
var foo = 2+2
##TODO: Um, modifiers are a little weirder for this
#move_speed_modifier.x += _modifier.horizontal_speed_offset
# var speed_differance = base_move_speed.x + (move_speed_modifier.x + _modifier.horizontal_speed_offset)
# if sign(speed_differance) != sign(base_move_speed.x) and base_move_speed.x != 0:
# ## Add the inverse of the modifier instead
# move_speed_modifier.x += speed_differance * - 1
# else:
# move_speed_modifier.x += _modifier.horizontal_speed_offset
#
# move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
# move_speed_modifier.y += _modifier.vertical_speed_offset
# move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
_:
# base_move_speed.x += _modifier.horizontal_speed
# base_move_acceleration.x += _modifier.horizontal_acceleration
# 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
set_speed_start(
_modifier.direction,
@ -187,10 +114,6 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
_modifier.direction,
(get_speed_end(_modifier.direction) + _modifier.speed_end)
)
# set_acceleration(
# _modifier.direction,
# (get_acceleration(_modifier.direction) + _modifier.acceleration)
# )
if (true): #DEGUG
var foo = 2+2
@ -202,13 +125,3 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
# "\nType: " + str(_modifier.modifier_type)
# )
# var movement_params :Dictionary = {
# "_base_h_move_speed" : _state.horizontal_speed,
# "_base_h_move_acceleration" : _state.horizontal_acceleration,
# "_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
# "_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
# "_jerk_factor" : _state.jerk_factor,
# "_gravity" : _state.gravity
# }

View File

@ -12,7 +12,9 @@ timeout_seconds = 0.0
direction = -1
speed_start = Vector2( 30, 1.36422e-12 )
speed_end = Vector2( 30, 1.36422e-12 )
min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 0 )
max_acceleration = Vector2( 0, 0 )
gravity = 0
only_grounded = true
processing_mode = 0

View File

@ -12,7 +12,9 @@ timeout_seconds = 0.0
direction = -1
speed_start = Vector2( 30, 1.36422e-12 )
speed_end = Vector2( 30, 1.36422e-12 )
min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 0 )
max_acceleration = Vector2( 0, 0 )
gravity = 0
only_grounded = false
processing_mode = 0