Movement Parameters now used to aid fetching and merging of state movements

This commit is contained in:
Dustin 2025-04-30 19:06:01 -07:00
parent ec869ed1cc
commit 6d51eaffb0
4 changed files with 76 additions and 23 deletions

View File

@ -0,0 +1,32 @@
class_name MovementParameters
extends Reference
## Vector based ones for x and y
export var base_move_speed :Vector2
export var base_move_acceleration :Vector2
export var move_speed_modifier :Vector2
export var move_speed_modifier_acceleration :Vector2
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
var jerk: float = 0.0
# export var base_h_move_speed :float
# export var base_h_move_acceleration :float
# export var h_move_speed_modifier :float
# export var h_move_modifier_move_acceleration :float
# export var base_v_move_speed :float
# export var base_v_move_acceleration :float
# export var v_move_speed_modifier :float
# export var v_move_modifier_move_acceleration :float
func modify(_movement_parameters :MovementParameters):
pass
# var movement_params :Dictionary = {
# "_base_h_move_speed" : _state.horizontal_speed,
# "_base_h_move_acceleration" : _state.horizontal_acceleration,
# "_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
# "_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
# "_jerk_factor" : _state.jerk_factor,
# "_gravity" : _state.gravity
# }

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@ -149,14 +149,16 @@ func new_move_actor_as_desired(_delta :float,
_movement_override_normal := Vector2(0,0),
_velocity_override := Vector2(0,0)) -> Vector2:
## Calculated movement speed.
var movement_params :Dictionary = {
"_base_h_move_speed" : _state.horizontal_speed,
"_base_h_move_acceleration" : _state.horizontal_acceleration,
"_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
"_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
"_jerk_factor" : _state.jerk_factor,
"_gravity" : _state.gravity
}
# var movement_params :Dictionary = {
# "_base_h_move_speed" : _state.horizontal_speed,
# "_base_h_move_acceleration" : _state.horizontal_acceleration,
# "_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
# "_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
# "_jerk_factor" : _state.jerk_factor,
# "_gravity" : _state.gravity
# }
var movement_parameters :MovementParameters = _state.get_movement_parameters()
var calc_velocity = Vector2.ZERO
if _velocity_override.x != 0.0:
calc_velocity.x = _velocity_override.x
@ -181,7 +183,7 @@ func new_move_actor_as_desired(_delta :float,
# but if a modifier applies, or an accelleration is given.
# an entirely differant process occurs.
##
var h_speed = resolve_h_speed(movement_params)
var h_speed = resolve_h_speed(movement_parameters)
#if h_speed != Vector2.ZERO:
# pass
## If an override has been passed (we're ignoring input direction
@ -192,7 +194,7 @@ func new_move_actor_as_desired(_delta :float,
move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector)
## Which direction will acceleration be applied.
calc_acceleration.x = resolve_h_acceleration(movement_params, calc_velocity, move_direction.x)
calc_acceleration.x = resolve_h_acceleration(movement_parameters, calc_velocity, move_direction.x)
## Direction of inertia not equal to move direction
## If inertia is applying in a direction
@ -258,7 +260,7 @@ func new_move_actor_as_desired(_delta :float,
## Neutralize the inertia? but how?
## Recalc the acceleration with inertia
#var friction :Vector2
calc_friction.x = resolve_h_acceleration(movement_params,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
calc_friction.x = resolve_h_acceleration(movement_parameters,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
if calc_friction.x != 0.0: ## No dapening acceleration applies
#calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, ( calc_friction.x * _delta))
## Apply friction
@ -282,7 +284,7 @@ func new_move_actor_as_desired(_delta :float,
## For now, y component of velocity is just gravity
#calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
calc_inertia.y += movement_params["_gravity"] * _delta
calc_inertia.y += movement_parameters.gravity * _delta
calc_velocity.y = calc_inertia.y
## calc x component of felicty
@ -321,23 +323,23 @@ func apply_movement_to_parent( _velocity :Vector2) -> void:
## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED
func resolve_h_speed(_params :Dictionary) -> Vector2:
var base_speed :float = _params["_base_h_move_speed"]
func resolve_h_speed(_params :MovementParameters) -> Vector2:
var base_speed :float = _params.base_move_speed.x
## if a speed difference applies
if _params["_base_h_move_speed_modifier"] != 0:
var speed_differance = base_speed + _params["_base_h_move_speed_modifier"]
if _params.move_speed_modifier.x != 0:
var speed_differance = base_speed + _params.move_speed_modifier.x
return(Vector2(base_speed, speed_differance))
return Vector2(base_speed,base_speed)
func resolve_h_acceleration(_params :Dictionary, _inertia :Vector2, _move_direction :float) -> float:
func resolve_h_acceleration(_params :MovementParameters, _inertia :Vector2, _move_direction :float) -> float:
## TODO: Adjust for jerk, determine if we're currently experiencing accel
## if a speed difference applies
var _acceleration :float = 0.0
var base_speed :float = _params["_base_h_move_speed"]
if _params["_base_h_move_speed_modifier"] != 0:
var speed_differance = base_speed + _params["_base_h_move_speed_modifier"]
_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
var base_speed :float = _params.base_move_speed.x
if _params.move_speed_modifier.x != 0:
var speed_differance = base_speed + _params.move_speed_modifier.x
_acceleration = _params.base_move_acceleration.x + _params.move_speed_modifier_acceleration.x
##WIP: Add part where offset acceleration only applies until the inertia equals the offset or whatever
# if sign(_params["_base_h_move_modifier_move_acceleration"]) == -1 and abs(_inertia.x) >= speed_differance:
# #print("I should add the modifier acceleration maybe?")
@ -345,7 +347,7 @@ func resolve_h_acceleration(_params :Dictionary, _inertia :Vector2, _move_direct
# else:
# print ("not yet.")
else:
_acceleration = _params["_base_h_move_acceleration"]
_acceleration = _params.base_move_acceleration.x
## This works but I want to try something differant.
# if _inertia.x != 0.0 and sign(_inertia.x) != sign(_move_direction):

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@ -41,3 +41,12 @@ func enter() -> void:
return
func get_movement_parameters() -> MovementParameters:
var movement_parameters = MovementParameters.new()
movement_parameters.base_move_speed.x = horizontal_speed
movement_parameters.base_move_acceleration.x = horizontal_acceleration
movement_parameters.move_speed_modifier.x = horizontal_speed_offset
movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration
return movement_parameters

View File

@ -44,7 +44,7 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://src/Interactables/HealthPickup.gd"
}, {
"base": "Reference",
"base": "Area2D",
"class": "Interactable",
"language": "GDScript",
"path": "res://lib/templates/Interactable/Interactable.gd"
@ -89,6 +89,11 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://src/classes/movement_component.gd"
}, {
"base": "Reference",
"class": "MovementParameters",
"language": "GDScript",
"path": "res://lib/classes/movement_parameters.gd"
}, {
"base": "Node",
"class": "Movement_StateReceiver",
"language": "GDScript",
@ -171,6 +176,7 @@ _global_script_class_icons={
"LevelTransition": "",
"Modifier_Receiver": "",
"MovementComponent": "",
"MovementParameters": "",
"Movement_StateReceiver": "",
"PlayerData": "",
"Projectile": "",
@ -401,6 +407,10 @@ dash_2={
common/enable_pause_aware_picking=true
2d/default_gravity=600
[mono]
project/assembly_name="Attempt 2"
[physics]
2d/default_gravity=280