Movement Parameters now used to aid fetching and merging of state movements
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lib/classes/movement_parameters.gd
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32
lib/classes/movement_parameters.gd
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@ -0,0 +1,32 @@
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class_name MovementParameters
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extends Reference
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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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export var move_speed_modifier :Vector2
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export var move_speed_modifier_acceleration :Vector2
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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var jerk: float = 0.0
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# export var base_h_move_speed :float
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# export var base_h_move_acceleration :float
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# export var h_move_speed_modifier :float
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# export var h_move_modifier_move_acceleration :float
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# export var base_v_move_speed :float
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# export var base_v_move_acceleration :float
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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 modify(_movement_parameters :MovementParameters):
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pass
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# var movement_params :Dictionary = {
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# "_base_h_move_speed" : _state.horizontal_speed,
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# "_base_h_move_acceleration" : _state.horizontal_acceleration,
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# "_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
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# "_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
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# "_jerk_factor" : _state.jerk_factor,
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# "_gravity" : _state.gravity
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# }
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@ -149,14 +149,16 @@ func new_move_actor_as_desired(_delta :float,
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_movement_override_normal := Vector2(0,0),
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_velocity_override := Vector2(0,0)) -> Vector2:
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## Calculated movement speed.
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var movement_params :Dictionary = {
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"_base_h_move_speed" : _state.horizontal_speed,
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"_base_h_move_acceleration" : _state.horizontal_acceleration,
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"_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
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"_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
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"_jerk_factor" : _state.jerk_factor,
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"_gravity" : _state.gravity
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}
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# var movement_params :Dictionary = {
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# "_base_h_move_speed" : _state.horizontal_speed,
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# "_base_h_move_acceleration" : _state.horizontal_acceleration,
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# "_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
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# "_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
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# "_jerk_factor" : _state.jerk_factor,
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# "_gravity" : _state.gravity
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# }
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var movement_parameters :MovementParameters = _state.get_movement_parameters()
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var calc_velocity = Vector2.ZERO
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if _velocity_override.x != 0.0:
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calc_velocity.x = _velocity_override.x
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@ -181,7 +183,7 @@ func new_move_actor_as_desired(_delta :float,
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# but if a modifier applies, or an accelleration is given.
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# an entirely differant process occurs.
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##
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var h_speed = resolve_h_speed(movement_params)
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var h_speed = resolve_h_speed(movement_parameters)
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#if h_speed != Vector2.ZERO:
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# pass
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## If an override has been passed (we're ignoring input direction
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@ -192,7 +194,7 @@ func new_move_actor_as_desired(_delta :float,
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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, calc_velocity, move_direction.x)
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calc_acceleration.x = resolve_h_acceleration(movement_parameters, calc_velocity, move_direction.x)
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## Direction of inertia not equal to move direction
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## If inertia is applying in a direction
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@ -258,7 +260,7 @@ func new_move_actor_as_desired(_delta :float,
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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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calc_friction.x = resolve_h_acceleration(movement_parameters,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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#calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, ( calc_friction.x * _delta))
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## Apply friction
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@ -282,7 +284,7 @@ func new_move_actor_as_desired(_delta :float,
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## For now, y component of velocity is just gravity
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#calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
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calc_inertia.y += movement_params["_gravity"] * _delta
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calc_inertia.y += movement_parameters.gravity * _delta
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calc_velocity.y = calc_inertia.y
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## calc x component of felicty
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@ -321,23 +323,23 @@ func apply_movement_to_parent( _velocity :Vector2) -> void:
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## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED
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func resolve_h_speed(_params :Dictionary) -> Vector2:
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var base_speed :float = _params["_base_h_move_speed"]
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func resolve_h_speed(_params :MovementParameters) -> Vector2:
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var base_speed :float = _params.base_move_speed.x
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## if a speed difference applies
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if _params["_base_h_move_speed_modifier"] != 0:
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var speed_differance = base_speed + _params["_base_h_move_speed_modifier"]
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if _params.move_speed_modifier.x != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.x
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return(Vector2(base_speed, speed_differance))
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return Vector2(base_speed,base_speed)
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func resolve_h_acceleration(_params :Dictionary, _inertia :Vector2, _move_direction :float) -> float:
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func resolve_h_acceleration(_params :MovementParameters, _inertia :Vector2, _move_direction :float) -> float:
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## TODO: Adjust for jerk, determine if we're currently experiencing accel
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## if a speed difference applies
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var _acceleration :float = 0.0
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var base_speed :float = _params["_base_h_move_speed"]
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if _params["_base_h_move_speed_modifier"] != 0:
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var speed_differance = base_speed + _params["_base_h_move_speed_modifier"]
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_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
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var base_speed :float = _params.base_move_speed.x
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if _params.move_speed_modifier.x != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.x
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_acceleration = _params.base_move_acceleration.x + _params.move_speed_modifier_acceleration.x
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##WIP: Add part where offset acceleration only applies until the inertia equals the offset or whatever
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# if sign(_params["_base_h_move_modifier_move_acceleration"]) == -1 and abs(_inertia.x) >= speed_differance:
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# #print("I should add the modifier acceleration maybe?")
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@ -345,7 +347,7 @@ func resolve_h_acceleration(_params :Dictionary, _inertia :Vector2, _move_direct
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# else:
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# print ("not yet.")
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else:
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_acceleration = _params["_base_h_move_acceleration"]
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_acceleration = _params.base_move_acceleration.x
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## This works but I want to try something differant.
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# if _inertia.x != 0.0 and sign(_inertia.x) != sign(_move_direction):
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@ -41,3 +41,12 @@ func enter() -> void:
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return
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func get_movement_parameters() -> MovementParameters:
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var movement_parameters = MovementParameters.new()
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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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movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration
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return movement_parameters
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@ -44,7 +44,7 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/Interactables/HealthPickup.gd"
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}, {
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"base": "Reference",
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"base": "Area2D",
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"class": "Interactable",
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"language": "GDScript",
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"path": "res://lib/templates/Interactable/Interactable.gd"
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@ -89,6 +89,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"path": "res://src/classes/movement_component.gd"
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}, {
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"base": "Reference",
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"class": "MovementParameters",
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"language": "GDScript",
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"path": "res://lib/classes/movement_parameters.gd"
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}, {
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"base": "Node",
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"class": "Movement_StateReceiver",
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"language": "GDScript",
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@ -171,6 +176,7 @@ _global_script_class_icons={
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"LevelTransition": "",
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"Modifier_Receiver": "",
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"MovementComponent": "",
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"MovementParameters": "",
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"Movement_StateReceiver": "",
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"PlayerData": "",
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"Projectile": "",
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@ -401,6 +407,10 @@ dash_2={
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common/enable_pause_aware_picking=true
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2d/default_gravity=600
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[mono]
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project/assembly_name="Attempt 2"
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[physics]
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2d/default_gravity=280
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