Prepping for new model.
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@ -380,6 +380,39 @@ func is_out_of_range(value: float, a: float, b: float) -> bool:
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var upper = max(a, b)
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var upper = max(a, b)
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return value <= lower or value >= upper
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return value <= lower or value >= upper
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enum RANGE_PLACEMENT {
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BEFORE_RANGE,
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WITHIN_RANGE,
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PAST_RANGE
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}
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## Determine the trend of direction and where our current speed is
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# in relation to it. This should help determine the direction of
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# acceleration and whether we speed up or slow down.
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##
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func placement_to_speed_range(speed: float, speed_range: Vector2) -> int:
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## Actually we don't care about mix or min
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#var range_start :float = min(speed_range.x, speed_range.y)
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#var range_end :float = max(speed_range.x, speed_range.y)
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## We can be at the base range to ensure impulse can happen
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## Direction <-- that way
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if speed_range.x > speed_range.y:
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if speed < speed_range.x and speed >= speed_range.y:
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return RANGE_PLACEMENT.WITHIN_RANGE
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elif speed < speed_range.y:
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return RANGE_PLACEMENT.PAST_RANGE
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else:
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return RANGE_PLACEMENT.BEFORE_RANGE
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else: ## Direction --> that way
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if speed > speed_range.x and speed <= speed_range.y:
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return RANGE_PLACEMENT.WITHIN_RANGE
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elif speed > speed_range.y:
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return RANGE_PLACEMENT.PAST_RANGE
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else:
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return RANGE_PLACEMENT.BEFORE_RANGE
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return 0
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## Passed in acceleration, vel, etc is applied to whatever
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## Passed in acceleration, vel, etc is applied to whatever
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## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted
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## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted
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func apply_movement_to_parent( _velocity :Vector2) -> void:
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func apply_movement_to_parent( _velocity :Vector2) -> void:
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