Clean up
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6b1efd27e3
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@ -27,13 +27,15 @@ var velocity = Vector2(0,0)
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var momentum = Vector2(0,0)
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var acceleration = Vector2(0,0)
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var sim_velocity = Vector2(0,0)
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#Removing Probably not used
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#var sim_velocity = Vector2(0,0)
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#Can't use floats here, switched to constants.
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#enum directions {UP = -1, DOWN = 1, LEFT, RIGHT}
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var attack_function: FuncRef
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#Removing Probably not used
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#var attack_function: FuncRef
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const UP = -1.0
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const DOWN = 1.0
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@ -110,7 +112,7 @@ func get_climb_shape_location() -> Vector2:
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return Vector2(-1,-1)
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func _on_state_change(old_state_name:String, new_state :State):
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print ("got the state change signal (MC) ", new_state.name)
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#print ("got the state change signal (MC) ", new_state.name)
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# set current state to new_state
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#TODO: Confirm that this is a reference to the state in the
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###### State machine
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@ -297,7 +299,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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"\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
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) # str(round(jerk))
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sim_velocity.x = move_direction * sim_move_speed
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#sim_velocity.x = move_direction * sim_move_speed
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#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
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#print(new_move_speed, " ", adjusted_move_speed)
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@ -9,13 +9,6 @@ extends State
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##
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## @WIP
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# export (NodePath) var jump_node
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# onready var jump_state: State = get_node(jump_node)
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## Deprecated
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# export var animation_name: String
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# Movement Speed in Pixels Per Second
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export var move_speed: float = 60
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export var move_acceleration: float = 0
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@ -23,24 +16,20 @@ export var move_speed_modifier: float = 0
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export var move_modifier_move_acceleration: float = 0
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export var jerk_factor: float = 0
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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#var adjusted_move_speed: float
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var jerk: float
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var physics_modifier :StateModifier
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var animation_finished: bool = false
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# Not sure if this should be here. probably not
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export(Array, String) var animation_sequence
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# can't remember what this did
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export(Dictionary) var emitter_frame_subscriptions
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var frame_signal_emitted: bool = false
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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# Modifiers may not be needed anymore.
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var modifier: StateModifier
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var physics_modifier :StateModifier
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func enter() -> void:
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@ -22,8 +22,6 @@ move_speed_modifier = 0.0
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move_modifier_move_acceleration = 0.0
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jerk_factor = 0.0
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animation_sequence = [ "run" ]
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emitter_frame_subscriptions = {
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}
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 7, 14 )
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@ -15,5 +15,3 @@ move_speed_modifier = 0.0
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move_modifier_move_acceleration = 0.0
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jerk_factor = 0.0
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animation_sequence = [ "jump" ]
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emitter_frame_subscriptions = {
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}
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@ -15,5 +15,3 @@ move_speed_modifier = 0.0
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move_modifier_move_acceleration = 0.0
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jerk_factor = 0.0
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animation_sequence = [ "idle" ]
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emitter_frame_subscriptions = {
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}
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@ -15,5 +15,3 @@ move_speed_modifier = 0.0
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move_modifier_move_acceleration = 0.0
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jerk_factor = 0.0
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animation_sequence = [ "jump" ]
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emitter_frame_subscriptions = {
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}
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