Better impulse model.

This commit is contained in:
Dustin 2025-05-29 21:55:45 -07:00
parent 27590aba90
commit 4c7f5f1f4d

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@ -13,10 +13,16 @@ enum RANGE_PLACEMENT {
PAST_RANGE = 1 PAST_RANGE = 1
} }
enum IMPULSE_PLACEMENT {
LEFT_SIDE,
RIGHT_SIDE
}
## Could these be datatypes or a class? Sure ## Could these be datatypes or a class? Sure
var _h_impulse_applied :bool = false var _h_impulse_applied :bool = false
var _h_impulse_speed_tracking :Vector2 var _h_impulse_speed_tracking :Vector2
var _h_impulse_placement_tracking :int = -1
var _v_impulse_applied :bool = false var _v_impulse_applied :bool = false
var _v_impulse_speed_tracking :Vector2 var _v_impulse_speed_tracking :Vector2
@ -111,14 +117,24 @@ func calculate_velocity(_delta :float,
## Reset the impulse when back in range ## Reset the impulse when back in range
# may also want to reset when hspeed is static # may also want to reset when hspeed is static
if _h_impulse_applied == true: if _h_impulse_applied == true:
if (h_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and if (h_range_placement == RANGE_PLACEMENT.WITHIN_RANGE):
_h_impulse_speed_tracking != h_speed): _h_impulse_applied = false
if debug: if debug:
print("Resetting H impulse (Within Range)") print("Resetting H impulse (Within Range)")
elif (calc_inertia.x < h_speed.x and _h_impulse_placement_tracking != IMPULSE_PLACEMENT.LEFT_SIDE or
calc_inertia.x >= h_speed.x and _h_impulse_placement_tracking != IMPULSE_PLACEMENT.RIGHT_SIDE):
_h_impulse_applied = false _h_impulse_applied = false
elif(h_range_placement == RANGE_PLACEMENT.BEFORE_RANGE):
if debug: if debug:
print("Resetting H impulse (Before Range) ", _h_impulse_speed_tracking ) print("Resetting H impulse (Impulse Placement Change)")
# if (h_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and
# _h_impulse_speed_tracking != h_speed):
# if debug:
# print("Resetting H impulse (Within Range)")
# _h_impulse_applied = false
# elif(h_range_placement == RANGE_PLACEMENT.BEFORE_RANGE):
# if debug:
# print("Resetting H impulse (Before Range) ", _h_impulse_speed_tracking )
if (v_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and if (v_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and
_v_impulse_applied == true and _v_impulse_applied == true and
@ -128,19 +144,43 @@ func calculate_velocity(_delta :float,
_v_impulse_applied = false _v_impulse_applied = false
## Separate impulse function ## Separate impulse function
if _h_impulse_applied == false:# and _h_impulse_speed_tracking != h_speed: if _h_impulse_applied == false and is_zero_approx(h_speed.x) == false:# and _h_impulse_speed_tracking != h_speed:
#(range_placement :int, inertia :float, impulse_speed_range :Vector2) #(range_placement :int, inertia :float, impulse_speed_range :Vector2)
#_h_impulse_speed_tracking = apply_impulse(h_range_placement, calc_inertia.x, h_speed ) #_h_impulse_speed_tracking = apply_impulse(h_range_placement, calc_inertia.x, h_speed )
var impulse_inertia = apply_impulse(h_range_placement, _h_impulse_speed_tracking , h_speed ) var impulse_inertia = apply_impulse(h_range_placement, _h_impulse_speed_tracking , h_speed )
if impulse_inertia != calc_inertia.x: ## We have an impulse to apply if h_range_placement == RANGE_PLACEMENT.PAST_RANGE and abs(h_speed.x) > abs(h_speed.y):
if debug: if debug:
print("Applying H impulse: Imp: ", impulse_inertia, ", In:", calc_inertia.x) print("Applying H impulse (Past Range): Imp: ", impulse_inertia, ", In:", calc_inertia.x)
#var foo = 2+2
_h_impulse_speed_tracking = h_speed _h_impulse_speed_tracking = h_speed
_h_impulse_applied = true _h_impulse_applied = true
## We want to add impulse in the direction of movement so we need to determine ## This might not make sense
## what that is. if (calc_inertia.x + h_speed.x) < h_speed.x:
calc_inertia.x += impulse_inertia _h_impulse_placement_tracking = IMPULSE_PLACEMENT.LEFT_SIDE
else:
_h_impulse_placement_tracking = IMPULSE_PLACEMENT.RIGHT_SIDE
## We don't blow past the acceleration
calc_inertia.x = h_speed.x
elif h_range_placement == RANGE_PLACEMENT.BEFORE_RANGE:
if debug:
print("Applying H impulse (Before Range): Imp: ", impulse_inertia, ", In:", calc_inertia.x)
_h_impulse_speed_tracking = h_speed
_h_impulse_applied = true
if calc_inertia.x < h_speed.x:
_h_impulse_placement_tracking = IMPULSE_PLACEMENT.LEFT_SIDE
else:
_h_impulse_placement_tracking = IMPULSE_PLACEMENT.RIGHT_SIDE
calc_inertia.x += h_speed.x
## F this, didn't work well
# if impulse_inertia != calc_inertia.x: ## We have an impulse to apply
# if debug:
# print("Applying H impulse: Imp: ", impulse_inertia, ", In:", calc_inertia.x)
# #var foo = 2+2
# _h_impulse_speed_tracking = h_speed
# _h_impulse_applied = true
# ## We want to add impulse in the direction of movement so we need to determine
# ## what that is.
# calc_inertia.x += impulse_inertia
if _v_impulse_applied == false:# and _v_impulse_speed_tracking != v_speed: if _v_impulse_applied == false:# and _v_impulse_speed_tracking != v_speed:
var impulse_inertia = apply_impulse(v_range_placement, _v_impulse_speed_tracking, v_speed) var impulse_inertia = apply_impulse(v_range_placement, _v_impulse_speed_tracking, v_speed)