Yet another movement model
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@ -1,6 +1,13 @@
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class_name MovementParameters
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extends Reference
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# Allow floats from -10 to 20 and snap the value to multiples of 0.2.
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export(PoolVector2Array) var _speed_start = PoolVector2Array([Vector2(0,0),Vector2(0,0),Vector2(0,0)])
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export(PoolVector2Array) var _speed_end = PoolVector2Array([Vector2(0,0),Vector2(0,0),Vector2(0,0)])
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export(PoolVector2Array) var _acceleration = PoolVector2Array([Vector2(0,0),Vector2(0,0),Vector2(0,0)])
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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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@ -24,6 +31,25 @@ export var debug_name :String
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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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func set_speed_start(direction :int, value :Vector2) -> void:
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_speed_start[direction] = value
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func get_speed_end(direction :int) -> Vector2:
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return _speed_end[direction]
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func set_speed_end(direction :int, value :Vector2) -> void:
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_speed_end[direction] = value
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func get_acceleration(direction :int) -> Vector2:
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return _acceleration[direction]
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func set_acceleration(direction :int, value :Vector2) -> void:
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_acceleration[direction] = value
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func modify(_movement_parameters :MovementParameters):
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pass
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@ -42,12 +68,53 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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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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adjusted_move_speed = get_speed_start(_modifier.direction) + _modifier.speed_start
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if sign(adjusted_move_speed.x) != sign(speed.x):
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speed.x = 0.0
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else:
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speed.x = adjusted_move_speed.x
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if sign(adjusted_move_speed.y) != sign(speed.y):
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speed.y = 0.0
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else:
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speed.y = adjusted_move_speed.y
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set_speed_start(_modifier.direction, speed)
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speed = get_speed_end(_modifier.direction)
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adjusted_move_speed = get_speed_end(_modifier.direction) + _modifier.speed_end
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if sign(adjusted_move_speed.x) != sign(speed.x):
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speed.x = 0.0
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else:
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speed.x = adjusted_move_speed.x
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if sign(adjusted_move_speed.y) != sign(speed.y):
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speed.y = 0.0
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else:
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speed.y = adjusted_move_speed.y
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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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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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@ -71,6 +138,22 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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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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(get_speed_start(_modifier.direction) + _modifier.speed_start)
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)
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set_speed_end(
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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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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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"BaseSpeed Fm:{0} To:{1}".format({"0":"%5.2f" % base_move_speed.x, "1":"%5.2f" % base_move_speed.y}) +
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"\nSpeedMod Fm:{0} To:{1}".format({"0":"%5.2f" % move_speed_modifier.x, "1":"%5.2f" % move_speed_modifier.y}) +
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@ -7,7 +7,20 @@ extends State
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##
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## @WIP
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const RELATIVE_DIRECTION = 0
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# Movement Speed in Pixels Per Second
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export(Vector2) var speed_start
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export(Vector2) var speed_end = Vector2(0,1000)
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export(Vector2) var acceleration = Vector2(0,280)
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export(Vector2) var jerk_factor = Vector2(1,1)
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#export(Vector2) var speed_start_positive
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#export(Vector2) var speed_end_positive
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#export(Vector2) var acceleration_positive
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#export(Vector2) var speed_start_negative
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#export(Vector2) var speed_end_negative
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#export(Vector2) var acceleration_negative
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# The base movement speed and accelleration
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export var horizontal_speed: float = 60
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export var horizontal_acceleration: float = 0
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@ -15,7 +28,7 @@ export var horizontal_acceleration: float = 0
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export var horizontal_speed_offset: float = 0
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## Applies only if offset applies
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export var horizontal_speed_offset_acceleration: float = 0
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export var jerk_factor: float = 1.0
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#export var jerk_factor: float = 1.0
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export var vertical_speed: float = 0
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export var vertical_acceleration: float = 0
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@ -25,7 +38,7 @@ export var vertical_speed_offset: float = 0
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export var vertical_speed_offset_acceleration: float = 0
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export var horizontal_jerk_factor: float = 1.0
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export var vertical_jerk_factor: float = 1.0
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export var vertical_jerk_factor: float = 1.0
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## Should this state keep the inertia from previous states
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export var preserve_inertia :bool = true
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@ -57,7 +70,17 @@ func enter() -> void:
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func get_movement_parameters() -> MovementParameters:
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var movement_parameters = MovementParameters.new()
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movement_parameters.debug_name = name
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movement_parameters.set_speed_start(RELATIVE_DIRECTION, speed_start)
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#movement_parameters.speed_start = speed_start
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movement_parameters.set_speed_end(RELATIVE_DIRECTION, speed_end)
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#movement_parameters.speed_end = speed_end
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movement_parameters.set_acceleration(RELATIVE_DIRECTION, acceleration)
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#movement_parameters.acceleration = acceleration
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movement_parameters.jerk_factor = jerk_factor
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## Old stuff
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movement_parameters.base_move_speed.x = horizontal_speed
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movement_parameters.base_move_acceleration.x = horizontal_acceleration
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movement_parameters.move_speed_modifier.x = horizontal_speed_offset
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@ -1,6 +1,22 @@
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class_name StateModifierMovement
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extends StateModifier
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#export(float, -1.0, 1, 1.0) var applied_direction = 0
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#export (Transform2D) var speed = Transform2D(Vector2(0,0),Vector2(0,0),Vector2(0,0))
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#export(float, EXP, -1, 1, .1) var jerk_offset = 0
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## Processing Directives (help determine how the merge function works)
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enum APPLIED_DIRECTIONS {
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LEFT_OR_UP = -1,
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RELATIVE = 0,
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RIGHT_OR_DOWN = 1
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}
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export(APPLIED_DIRECTIONS) var direction :float = float(APPLIED_DIRECTIONS.RELATIVE) # -1, 0, 1
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export(Vector2) var speed_start
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export(Vector2) var speed_end
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export(Vector2) var acceleration
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## Movement Modifiers
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export var horizontal_speed: float = 0
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export var horizontal_acceleration: float = 0
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@ -19,13 +35,6 @@ export var vertical_speed_offset_acceleration: float = 0
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export var gravity: int = 0
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## Processing Directives (help determine how the merge function works)
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enum APPLIED_DIRECTIONS {
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LEFT_OR_UP = -1,
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RELATIVE = 0,
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RIGHT_OR_DOWN = 1
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}
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export(APPLIED_DIRECTIONS) var direction :float = float(APPLIED_DIRECTIONS.RELATIVE) # -1, 0, 1
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export var only_grounded :bool = false
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## Ways to determine how modifiers are applied to movement parameters
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@ -81,6 +90,10 @@ func merge(_merge_from_modifier: StateModifier):
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##TODO: I don't really need merge functions here?
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match _merge_from_modifier.modifier_type:
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_:
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speed_end += _merge_from_modifier.speed_end
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speed_start += _merge_from_modifier.speed_start
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acceleration += _merge_from_modifier.acceleration
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horizontal_speed += _merge_from_modifier.horizontal_speed
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horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
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horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
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@ -9,6 +9,10 @@ script = ExtResource( 1 )
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modifier_type = 0
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name = "ice_or_something"
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timeout_seconds = 0.0
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direction = 0
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speed_start = Vector2( 0, 0 )
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speed_end = Vector2( 0, 0 )
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acceleration = Vector2( -250, 1.36422e-12 )
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horizontal_speed = 0.0
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horizontal_acceleration = -250.0
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horizontal_speed_offset = 0.0
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@ -18,6 +22,5 @@ vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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gravity = 0
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direction = 0
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only_grounded = true
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processing_mode = 0
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@ -9,6 +9,10 @@ script = ExtResource( 1 )
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modifier_type = 0
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name = "conveyor_left"
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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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acceleration = Vector2( 0, 0 )
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horizontal_speed = -30.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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@ -18,6 +22,5 @@ vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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gravity = 0
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direction = -1
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only_grounded = true
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processing_mode = 0
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@ -9,6 +9,10 @@ script = ExtResource( 1 )
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modifier_type = 0
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name = "wind_left"
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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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acceleration = Vector2( 0, 0 )
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horizontal_speed = -30.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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@ -18,6 +22,5 @@ vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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gravity = 0
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direction = -1
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only_grounded = false
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processing_mode = 0
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@ -71,6 +71,7 @@ func _ready():
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movement_component.state_stamina_cost = state_stamina_cost
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tired_debuff_modifier.setup('so_tired', StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT)
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tired_debuff_modifier.speed_start = Vector2(-40,0)
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tired_debuff_modifier.horizontal_speed = -40
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tired_debuff_modifier.only_grounded = true
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movement_state_machine.push_state_modifier(tired_debuff_modifier)
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@ -38,15 +38,19 @@
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[sub_resource type="Resource" id=3]
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resource_local_to_scene = true
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resource_name = "hurt"
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script = ExtResource( 18 )
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debug_state = false
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timeout_seconds = 2.0
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name = "hurt"
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speed_start = Vector2( 20, 1.36422e-12 )
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speed_end = Vector2( 20, 1000 )
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acceleration = Vector2( 0, 280 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 20.0
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horizontal_acceleration = 0.0
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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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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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@ -9,11 +9,14 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "attack_punch"
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speed_start = Vector2( 0, 0 )
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speed_end = Vector2( 0, 1000 )
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acceleration = Vector2( 0, 280 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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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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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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@ -9,11 +9,14 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "attack_shoot"
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speed_start = Vector2( 0, 0 )
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speed_end = Vector2( 0, 1000 )
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acceleration = Vector2( 0, 280 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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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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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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@ -9,11 +9,14 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "attack_sword"
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speed_start = Vector2( 0, 0 )
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speed_end = Vector2( 0, 1000 )
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acceleration = Vector2( 0, 280 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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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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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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@ -8,11 +8,14 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "climb"
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speed_start = Vector2( 0, 0 )
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speed_end = Vector2( 0, 1000 )
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acceleration = Vector2( 0, 280 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 20.0
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horizontal_acceleration = 0.0
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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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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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@ -9,11 +9,14 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "crouch"
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speed_start = Vector2( 0, 0 )
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speed_end = Vector2( 0, 1000 )
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acceleration = Vector2( 0, 280 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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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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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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debug_state = false
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timeout_seconds = 0.0
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name = "crouch_move"
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speed_start = Vector2( 60, 1.36422e-12 )
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speed_end = Vector2( 60, 1000 )
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acceleration = Vector2( 0, 280 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 60.0
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horizontal_acceleration = 0.0
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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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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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@ -9,17 +9,20 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "death"
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speed_start = Vector2( 0, 0 )
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speed_end = Vector2( 0, 1000 )
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acceleration = Vector2( 0, 280 )
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jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
vertical_speed_offset_acceleration = 0.0
|
||||
horizontal_jerk_factor = 1.0
|
||||
vertical_jerk_factor = 1.0
|
||||
preserve_inertia = true
|
||||
preserve_inertia = false
|
||||
is_grounded = true
|
||||
animation_sequence = [ "death" ]
|
||||
|
|
|
|||
|
|
@ -8,11 +8,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 1.0
|
||||
name = "enter_right"
|
||||
speed_start = Vector2( 30, 1.36422e-12 )
|
||||
speed_end = Vector2( 30, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 30.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "fall"
|
||||
speed_start = Vector2( 90, 1.36422e-12 )
|
||||
speed_end = Vector2( 90, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 90.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 1.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "idle"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 300.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 1.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "jump"
|
||||
speed_start = Vector2( 90, 1.36422e-12 )
|
||||
speed_end = Vector2( 90, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 90.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 1.0
|
||||
vertical_speed = 200.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = -208.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "land"
|
||||
speed_start = Vector2( 20, 1.36422e-12 )
|
||||
speed_end = Vector2( 20, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 20.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,17 +9,20 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "ledge_climb"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
vertical_speed_offset_acceleration = 0.0
|
||||
horizontal_jerk_factor = 1.0
|
||||
vertical_jerk_factor = 1.0
|
||||
preserve_inertia = true
|
||||
preserve_inertia = false
|
||||
is_grounded = true
|
||||
animation_sequence = [ "ledge-climb" ]
|
||||
|
|
|
|||
|
|
@ -9,17 +9,20 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "ledge_grab"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
vertical_speed_offset_acceleration = 0.0
|
||||
horizontal_jerk_factor = 1.0
|
||||
vertical_jerk_factor = 1.0
|
||||
preserve_inertia = true
|
||||
preserve_inertia = false
|
||||
is_grounded = true
|
||||
animation_sequence = [ "ledge-grab" ]
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "move"
|
||||
speed_start = Vector2( 10, 1.36422e-12 )
|
||||
speed_end = Vector2( 90, 1000 )
|
||||
acceleration = Vector2( 70, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 10.0
|
||||
horizontal_acceleration = 70.0
|
||||
horizontal_speed_offset = 80.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "roll"
|
||||
speed_start = Vector2( 150, 1.36422e-12 )
|
||||
speed_end = Vector2( 10, 1000 )
|
||||
acceleration = Vector2( 300, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 150.0
|
||||
horizontal_acceleration = 1.36422e-12
|
||||
horizontal_speed_offset = -140.0
|
||||
horizontal_speed_offset_acceleration = -300.0
|
||||
jerk_factor = 1.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -3,6 +3,10 @@ class_name VelocityController
|
|||
var velocity :Vector2
|
||||
var debug :bool = false
|
||||
|
||||
const RELATIVE_DIRECTION = 0
|
||||
const POSITIVE_DIRECTION = 1
|
||||
const NEGATIVE_DIRECTION = -1
|
||||
|
||||
enum RANGE_PLACEMENT {
|
||||
BEFORE_RANGE = -1,
|
||||
WITHIN_RANGE = 0,
|
||||
|
|
@ -73,10 +77,25 @@ func calculate_velocity(_delta :float,
|
|||
# is the destination speed.
|
||||
# We move towards h_speed.y at the acceleration rate
|
||||
##
|
||||
var h_speed = resolve_h_speed(movement_parameters)
|
||||
var v_speed = resolve_v_speed(movement_parameters)
|
||||
#var h_speed = resolve_h_speed(movement_parameters)
|
||||
var start_speed :float = (
|
||||
(movement_parameters.get_speed_start(RELATIVE_DIRECTION).x * move_direction.x) +
|
||||
(movement_parameters.get_speed_start(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) -
|
||||
(movement_parameters.get_speed_start(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION)
|
||||
)
|
||||
var end_speed :float = (
|
||||
(movement_parameters.get_speed_end(RELATIVE_DIRECTION).x * move_direction.x) +
|
||||
(movement_parameters.get_speed_end(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) -
|
||||
(movement_parameters.get_speed_end(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION)
|
||||
)
|
||||
|
||||
var h_speed = Vector2(start_speed, end_speed)
|
||||
#var h_speed = Vector2(movement_parameters.get_speed_start(RELATIVE_DIRECTION).x , movement_parameters.get_speed_end(RELATIVE_DIRECTION).x)
|
||||
#var v_speed = resolve_v_speed(movement_parameters)
|
||||
var v_speed = Vector2(movement_parameters.get_speed_start(0).y, movement_parameters.get_speed_end(0).y)
|
||||
|
||||
## Speed will now be expected to move in the direction of travel
|
||||
h_speed *= move_direction.x
|
||||
#h_speed *= move_direction.x
|
||||
v_speed *= move_direction.y
|
||||
|
||||
## Now determine placement of current velocity to speed range
|
||||
|
|
@ -102,6 +121,10 @@ func calculate_velocity(_delta :float,
|
|||
## Acceleration is always postive because we use the
|
||||
# move toward functions.
|
||||
calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x))
|
||||
# if move_direction.x != 0:
|
||||
# calc_acceleration.x = movement_parameters.get_acceleration(0).x
|
||||
# if move_direction.y != 0:
|
||||
# calc_acceleration.y = movement_parameters.get_acceleration(0).y
|
||||
|
||||
if debug and movement_parameters.debug_name == 'roll':
|
||||
var foo = 2+2
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user