Remove unused code in movement parameters
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59f2823b21
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@ -13,11 +13,6 @@ const BASE_ACCELERATION = 0
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const MAX_ACCELERATION = 1
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const MIN_ACCELERATION = 2 # or -1
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## Vector based ones for x and y
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#export var base_move_speed :Vector2
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#export var base_move_acceleration :Vector2
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#export var move_speed_modifier :Vector2
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#export var move_speed_modifier_acceleration :Vector2
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export var jerk_factor :Vector2
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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@ -26,16 +21,6 @@ var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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## Can be set to help with debugging the velocity controller
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export var debug_name :String
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# export var base_h_move_speed :float
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# export var base_h_move_acceleration :float
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# export var h_move_speed_modifier :float
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# export var h_move_modifier_move_acceleration :float
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# export var base_v_move_speed :float
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# export var base_v_move_acceleration :float
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# export var v_move_speed_modifier :float
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# export var v_move_modifier_move_acceleration :float
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func get_speed_start(direction :int) -> Vector2:
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return _speed_start[direction]
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@ -81,33 +66,14 @@ func apply_multiple_modifiers( _modifiers: Array, _movement_direction :Vector2):
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apply_state_modifier(m, _movement_direction)
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func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction :Vector2):
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#_modifier.direction == _modifier.APPLIED_DIRECTIONS.LEFT_OR_UP
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##TODO: probably math the min and max as well somehow
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## Accel processing is the same regardless of direction now
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set_acceleration( ( _acceleration + _modifier.acceleration),
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_modifier.min_acceleration,
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_modifier.max_acceleration )
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# var adjusted_accel = acceleration[BASE_ACCELERATION] + _modifier.acceleration
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# if adjusted_accel.x < _modifier.min_acceleration.x:
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# adjusted_accel.x = _modifier.min_acceleration.x
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# if adjusted_accel.y < _modifier.min_acceleration.y:
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# adjusted_accel.y = _modifier.min_acceleration.y
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#
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# if adjusted_accel.max_acceleration.x != 0:
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# if adjusted_accel.x > _modifier.max_acceleration.x:
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# adjusted_accel.x = _modifier.max_acceleration.x
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# if adjusted_accel.max_acceleration.y != 0:
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# if adjusted_accel.y > _modifier.max_acceleration.y:
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# adjusted_accel.y = _modifier.max_acceleration.y
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match _modifier.modifier_type:
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StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT:
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# var adjusted_move_speed = base_move_speed.x + _modifier.horizontal_speed
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# ## We crossed the zero from the base
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# if sign(adjusted_move_speed) != sign(base_move_speed.x):
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# base_move_speed.x = 0.0
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# else:
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# base_move_speed.x = adjusted_move_speed
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var speed :Vector2 = get_speed_start(_modifier.direction)
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var adjusted_move_speed = get_speed_start(_modifier.direction) + _modifier.speed_start
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@ -134,50 +100,11 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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set_speed_end(_modifier.direction, speed)
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# var adjusted_accel = base_move_acceleration.x + _modifier.horizontal_acceleration
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# if sign(adjusted_accel) != sign(base_move_acceleration.x):
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# base_move_acceleration.x = 0.0
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# else:
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# base_move_acceleration.x = adjusted_accel
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#var accel :Vector2 = get_acceleration(_modifier.direction)
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#var adjusted_accel = get_acceleration(_modifier.direction) + _modifier.acceleration
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# if sign(adjusted_accel.x) != sign(accel.x):
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# accel.x = 0.0
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# else:
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# accel.x = adjusted_accel.x
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# if sign(adjusted_accel.y) != sign(accel.y):
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# accel.y = 0.0
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# else:
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# accel.y = adjusted_accel.y
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# set_acceleration(_modifier.direction, accel)
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if (true): #DEGUG
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var foo = 2+2
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##TODO: Um, modifiers are a little weirder for this
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#move_speed_modifier.x += _modifier.horizontal_speed_offset
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# var speed_differance = base_move_speed.x + (move_speed_modifier.x + _modifier.horizontal_speed_offset)
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# if sign(speed_differance) != sign(base_move_speed.x) and base_move_speed.x != 0:
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# ## Add the inverse of the modifier instead
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# move_speed_modifier.x += speed_differance * - 1
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# else:
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# move_speed_modifier.x += _modifier.horizontal_speed_offset
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#
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# move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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# move_speed_modifier.y += _modifier.vertical_speed_offset
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# move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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_:
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# base_move_speed.x += _modifier.horizontal_speed
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# base_move_acceleration.x += _modifier.horizontal_acceleration
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# move_speed_modifier.x += _modifier.horizontal_speed_offset
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# move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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#
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# base_move_speed.y += _modifier.vertical_speed
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# base_move_acceleration.y += _modifier.vertical_acceleration
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# move_speed_modifier.y += _modifier.vertical_speed_offset
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# move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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set_speed_start(
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_modifier.direction,
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@ -187,10 +114,6 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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_modifier.direction,
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(get_speed_end(_modifier.direction) + _modifier.speed_end)
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)
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# set_acceleration(
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# _modifier.direction,
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# (get_acceleration(_modifier.direction) + _modifier.acceleration)
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# )
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if (true): #DEGUG
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var foo = 2+2
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@ -202,13 +125,3 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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# "\nType: " + str(_modifier.modifier_type)
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# )
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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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@ -12,7 +12,9 @@ timeout_seconds = 0.0
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direction = -1
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speed_start = Vector2( 30, 1.36422e-12 )
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speed_end = Vector2( 30, 1.36422e-12 )
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min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 0, 0 )
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max_acceleration = Vector2( 0, 0 )
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gravity = 0
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only_grounded = true
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processing_mode = 0
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@ -12,7 +12,9 @@ timeout_seconds = 0.0
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direction = -1
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speed_start = Vector2( 30, 1.36422e-12 )
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speed_end = Vector2( 30, 1.36422e-12 )
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min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 0, 0 )
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max_acceleration = Vector2( 0, 0 )
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gravity = 0
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only_grounded = false
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processing_mode = 0
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