Super slippy walk working again!
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@ -181,6 +181,7 @@ func new_move_actor_as_desired(_delta :float,
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else:
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move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector)
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## Which direction will acceleration be applied.
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calc_acceleration.x = resolve_h_acceleration(movement_params, h_speed, move_direction.x)
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## Direction of inertia not equal to move direction
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@ -188,7 +189,10 @@ func new_move_actor_as_desired(_delta :float,
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if calc_inertial_dir.x:
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## And it doesn't apply in the same direction as our movement direction
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if calc_inertial_dir.x != sign(move_direction.x):
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## flip the direction of acceleration and apply as friction
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## Apply the direction of acceleration and apply as friction
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# Friction allows the inertia to trend toward 0 instead of the
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# 'To' direction of speed.
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##
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#calc_friction.x = calc_acceleration.x * -1
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calc_friction.x = calc_acceleration.x
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calc_acceleration.x = 0.0
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@ -230,24 +234,27 @@ func new_move_actor_as_desired(_delta :float,
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# calc_inertia.x, h_speed.y)
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elif calc_inertia.x != 0.0: ## We still have inertia but no difference in movement
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if calc_acceleration.x != 0.0: # We are applying acceleration
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if calc_inertia.x > h_speed.x:
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calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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calc_inertia.x, h_speed.x)
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else:
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calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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h_speed.x, calc_inertia.x)
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## Move back towards the base speed
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, ( calc_acceleration.x * _delta))
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# if calc_inertia.x > h_speed.x:
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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# calc_inertia.x, h_speed.x)
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# else:
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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# h_speed.x, calc_inertia.x)
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else: ## No longer applying acceleration
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## Neutralize the inertia? but how?
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## Recalc the acceleration with inertia
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#var friction :Vector2
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calc_friction.x = resolve_h_acceleration(movement_params,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
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if calc_friction.x != 0.0: ## No dapening acceleration applies
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if calc_inertia.x > h_speed.x: ## Inertia is higher than the base speed (slow it down)
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calc_inertia.x = clamp( calc_inertia.x + ( calc_friction.x * _delta),
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h_speed.x, calc_inertia.x)
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else: ## Inertia lower than base speed (we need to catch up)
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calc_inertia.x = clamp( calc_inertia.x + ( calc_friction.x * _delta),
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calc_inertia.x, h_speed.x)
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, ( calc_friction.x * _delta))
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# if calc_inertia.x > h_speed.x: ## Inertia is higher than the base speed (slow it down)
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_friction.x * _delta),
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# h_speed.x, calc_inertia.x)
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# else: ## Inertia lower than base speed (we need to catch up)
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_friction.x * _delta),
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# calc_inertia.x, h_speed.x)
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else:
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## no residual acceleration (friction) applies, kill the momentum
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calc_inertia.x = 0.0
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@ -284,7 +291,7 @@ func new_move_actor_as_desired(_delta :float,
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#calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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"H_Speed: {0}, {1}".format({"0":"%5.2f" % h_speed.x, "1":"%5.2f" % h_speed.y}) +
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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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"\nVelocity_Calc: {0}, {1}".format({"0":"%5.2f" % calc_velocity.x, "1":"%5.2f" % calc_velocity.y}) +
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"\nInertia_Calc: {0}, {1}".format({"0":"%5.2f" % calc_inertia.x, "1":"%5.2f" % calc_inertia.y}) +
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"\nVelocity_Real: {0}, {1}".format({"0":"%5.2f" % velocity.x, "1":"%5.2f" % velocity.y}) +
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@ -10,7 +10,7 @@ debug_state = false
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timeout_seconds = 0.0
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name = "idle"
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 2.0
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horizontal_acceleration = -2.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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jerk_factor = 0.0
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@ -12,6 +12,6 @@ name = "roll"
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horizontal_speed = 150.0
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horizontal_acceleration = 1.36422e-12
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horizontal_speed_offset = -140.0
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horizontal_speed_offset_acceleration = 30.0
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horizontal_speed_offset_acceleration = 50.0
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jerk_factor = 0.0
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animation_sequence = [ "roll" ]
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