Fall and jump follows similar impulse model for horizontal movement now.
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@ -362,17 +362,19 @@ func _state_process_physics_jump():
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# #modifier.reference()
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# #idle_state.modifier = landing_modifier
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# request_state_change.call_func('idle')
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if velocity_controller.velocity.y > 0:
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request_state_change.call_func('fall')
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return
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desired_movement_vector.y = UP
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#move_actor_as_desired()
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apply_movement_to_parent(
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velocity_controller.calculate_velocity(
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physics_delta ,
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apply_state_modifier(current_state.get_movement_parameters()),
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desired_movement_vector )
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)
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## TODO: Our impulse model can't handle zero
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if velocity_controller.velocity.y > - 2:
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request_state_change.call_func('fall')
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return
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## Just slightly bump away from ledge we're bumping into
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if (($"%JumpAdjustorBack".is_colliding() and !$"%JumpAdjustorFront".is_colliding()) or
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@ -123,7 +123,7 @@ __meta__ = {
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[node name="Movement_StateReceiver" parent="." index="2"]
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script = ExtResource( 6 )
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debug_velocity_controller = false
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debug_velocity_controller = true
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[node name="Modifier_Receiver" parent="." index="3" instance=ExtResource( 35 )]
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callable_state_machine = NodePath("../Movement_StateMachine")
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@ -9,7 +9,7 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "fall"
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speed_start = Vector2( 60, 1.36422e-12 )
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speed_start = Vector2( 60, 1 )
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speed_end = Vector2( 60, 1000 )
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min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 1.36422e-12, 500 )
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@ -10,7 +10,7 @@ debug_state = false
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timeout_seconds = 0.0
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name = "jump"
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speed_start = Vector2( 90, 200 )
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speed_end = Vector2( 90, -8 )
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speed_end = Vector2( 90, 1 )
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min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 1.36422e-12, 360 )
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max_acceleration = Vector2( 0, 0 )
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@ -21,10 +21,11 @@ enum IMPULSE_PLACEMENT {
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## Could these be datatypes or a class? Sure
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var _h_impulse_applied :bool = false
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var _h_impulse_speed_tracking :Vector2
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#var _h_impulse_speed_tracking :Vector2
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var _h_impulse_placement_tracking :int = -1
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var _v_impulse_applied :bool = false
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var _v_impulse_speed_tracking :Vector2
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#var _v_impulse_speed_tracking :Vector2
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var _v_impulse_placement_tracking :int = -1
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func calculate_velocity(_delta :float,
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movement_parameters :MovementParameters,
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@ -127,31 +128,27 @@ func calculate_velocity(_delta :float,
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if debug:
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print("Resetting H impulse (Impulse Placement Change)")
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# if (h_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and
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# _h_impulse_speed_tracking != h_speed):
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# if debug:
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# print("Resetting H impulse (Within Range)")
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# _h_impulse_applied = false
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# elif(h_range_placement == RANGE_PLACEMENT.BEFORE_RANGE):
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# if debug:
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# print("Resetting H impulse (Before Range) ", _h_impulse_speed_tracking )
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if (v_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and
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_v_impulse_applied == true and
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_v_impulse_speed_tracking != v_speed):
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if debug:
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print("resetting V impulse")
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if _v_impulse_applied == true:
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if (v_range_placement == RANGE_PLACEMENT.WITHIN_RANGE):
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_v_impulse_applied = false
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if debug:
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print("Resetting V impulse (Within Range)")
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elif (calc_inertia.y < v_speed.x and _h_impulse_placement_tracking != IMPULSE_PLACEMENT.LEFT_SIDE or
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calc_inertia.y >= v_speed.x and _h_impulse_placement_tracking != IMPULSE_PLACEMENT.RIGHT_SIDE):
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_v_impulse_applied = false
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if debug:
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print("Resetting V impulse (Impulse Placement Change)")
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## Separate impulse function
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if _h_impulse_applied == false and is_zero_approx(h_speed.x) == false:# and _h_impulse_speed_tracking != h_speed:
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#(range_placement :int, inertia :float, impulse_speed_range :Vector2)
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#_h_impulse_speed_tracking = apply_impulse(h_range_placement, calc_inertia.x, h_speed )
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var impulse_inertia = apply_impulse(h_range_placement, _h_impulse_speed_tracking , h_speed )
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#var impulse_inertia = apply_impulse(h_range_placement, _h_impulse_speed_tracking , h_speed )
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if h_range_placement == RANGE_PLACEMENT.PAST_RANGE and abs(h_speed.x) > abs(h_speed.y):
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if debug:
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print("Applying H impulse (Past Range): Imp: ", impulse_inertia, ", In:", calc_inertia.x)
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_h_impulse_speed_tracking = h_speed
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print("Applying H impulse (Past Range): Imp: ", ", In:", calc_inertia.x)
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#_h_impulse_speed_tracking = h_speed
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_h_impulse_applied = true
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## This might not make sense
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if (calc_inertia.x + h_speed.x) < h_speed.x:
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@ -162,8 +159,8 @@ func calculate_velocity(_delta :float,
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calc_inertia.x = h_speed.x
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elif h_range_placement == RANGE_PLACEMENT.BEFORE_RANGE:
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if debug:
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print("Applying H impulse (Before Range): Imp: ", impulse_inertia, ", In:", calc_inertia.x)
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_h_impulse_speed_tracking = h_speed
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print("Applying H impulse (Before Range): Imp: ", ", In:", calc_inertia.x)
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#_h_impulse_speed_tracking = h_speed
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_h_impulse_applied = true
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if calc_inertia.x < h_speed.x:
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_h_impulse_placement_tracking = IMPULSE_PLACEMENT.LEFT_SIDE
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@ -175,23 +172,40 @@ func calculate_velocity(_delta :float,
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##TODO: Maybe this should be something else
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calc_inertia.x = 0
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## F this, didn't work well
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# if impulse_inertia != calc_inertia.x: ## We have an impulse to apply
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# if debug:
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# print("Applying H impulse: Imp: ", impulse_inertia, ", In:", calc_inertia.x)
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# #var foo = 2+2
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# _h_impulse_speed_tracking = h_speed
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# _h_impulse_applied = true
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# ## We want to add impulse in the direction of movement so we need to determine
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# ## what that is.
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# calc_inertia.x += impulse_inertia
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if _v_impulse_applied == false:# and _v_impulse_speed_tracking != v_speed:
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var impulse_inertia = apply_impulse(v_range_placement, _v_impulse_speed_tracking, v_speed)
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if impulse_inertia != calc_inertia.y:
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_v_impulse_speed_tracking = v_speed
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if _v_impulse_applied == false and is_zero_approx(v_speed.x) == false:
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#var impulse_inertia = apply_impulse(v_range_placement, _v_impulse_speed_tracking, v_speed)
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if v_range_placement == RANGE_PLACEMENT.PAST_RANGE and abs(v_speed.x) > abs(v_speed.y):
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if debug:
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print("Applying V impulse (Past range)")
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_v_impulse_applied = true
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calc_inertia.y += impulse_inertia
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if (calc_inertia.y + v_speed.x) < v_speed.x:
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_v_impulse_placement_tracking = IMPULSE_PLACEMENT.LEFT_SIDE
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else:
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_v_impulse_placement_tracking = IMPULSE_PLACEMENT.RIGHT_SIDE
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## We don't blow past the acceleration
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calc_inertia.y = v_speed.x
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elif v_range_placement == RANGE_PLACEMENT.BEFORE_RANGE:
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if debug:
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print("Applying V impulse (Before Range)")
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_v_impulse_applied = true
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if calc_inertia.y < v_speed.x:
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_v_impulse_placement_tracking = IMPULSE_PLACEMENT.LEFT_SIDE
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else:
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_v_impulse_placement_tracking = IMPULSE_PLACEMENT.RIGHT_SIDE
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if sign(v_speed.x) == sign(v_speed.y):
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calc_inertia.y += v_speed.x
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else:
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##TODO : this should probably be smarter
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calc_inertia.y = 0
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# elif v_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and _v_impulse_placement_tracking != range_placement:
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# if debug:
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# print("Apply V impulse (within range)")
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# _v_impulse_applied = true
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# if calc_inertia.y < v_speed.x:
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# _v_impulse_placement_tracking = IMPULSE_PLACEMENT.LEFT_SIDE
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# else:
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# _v_impulse_placement_tracking = IMPULSE_PLACEMENT.RIGHT_SIDE
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# calc_inertia.y = v_speed.x
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if debug and movement_parameters.debug_name == 'roll':
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var foo = 2+2
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@ -228,13 +242,6 @@ func calculate_velocity(_delta :float,
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# calc_inertia.y = v_speed.x
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calc_inertia.y = v_speed.x
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## Track or last speed for in range impulses
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# _h_impulse_speed_tracking = h_speed
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# _v_impulse_speed_tracking = v_speed
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#calc_velocity.y = calc_inertia.y
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#calc_velocity.x = calc_inertia.x
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if debug:
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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"H_Speed Fm:{0} To:{1}".format({"0":"%5.2f" % h_speed.x, "1":"%5.2f" % h_speed.y}) +
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