Impulse still bad. Modifier doesnt push into negative now.

This commit is contained in:
Dustin 2025-05-04 00:52:47 -07:00
parent 07e0438341
commit 7d7f3dfcd6
5 changed files with 51 additions and 10 deletions

View File

@ -22,12 +22,27 @@ var jerk: float = 0.0
func modify(_movement_parameters :MovementParameters):
pass
func apply_state_modifier(_modifier :StateModifierMovement):
func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction :float):
match _modifier.modifier_type:
StateModifierMovement.SUB_TYPE.PASS_ZERO:
continue
StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT:
var adjusted_move_speed = base_move_speed.x + _modifier.horizontal_speed
## We crossed the zero from the base
if base_move_speed.x == 10:
var foo = 2+2
if sign(adjusted_move_speed) != sign(base_move_speed.x):
base_move_speed.x = 0.0
else:
base_move_speed.x = adjusted_move_speed
var adjusted_accel = base_move_acceleration.x + _modifier.horizontal_acceleration
if sign(adjusted_accel) != sign(base_move_acceleration.x):
base_move_acceleration.x = 0.0
else:
base_move_acceleration.x = adjusted_accel
##TODO: Um, modifiers are a little weirder for this
move_speed_modifier.x += _modifier.horizontal_speed_offset
move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
_:
#print( StateModifierMovement.SUB_TYPE.PASS_ZERO, "<-->", _modifier.modifier_type )
base_move_speed.x += _modifier.horizontal_speed
base_move_acceleration.x += _modifier.horizontal_acceleration
move_speed_modifier.x += _modifier.horizontal_speed_offset

View File

@ -192,14 +192,16 @@ func new_move_actor_as_desired(_delta :float,
else:
move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector)
if move_direction.x != 0.0 or sign(calc_velocity.x) != impulse_applied_dir:
##TODO: the impulse logic just doesn't work still
if sign(calc_velocity.x) != move_direction.x and sign(calc_velocity.x) != impulse_applied_dir:
print("resetting impulse")
impulse_applied = false
impulse_applied_dir = sign(calc_velocity.x)
impulse_applied_dir = sign(move_direction.x)
var movement_parameters :MovementParameters = _state.get_movement_parameters()
if modifier and modifier.is_active:
movement_parameters.apply_state_modifier(modifier)
movement_parameters.apply_state_modifier(modifier, move_direction.x)
## Inertia only applies if there is a difference between the
# base move speed and a derived move speed. This makes it so all you
@ -242,7 +244,7 @@ func new_move_actor_as_desired(_delta :float,
## Start speed really shouldn't be less than zero (modifiers can do this)
## If we have mismatched signs we'll get really bad behavior
if sign(h_speed.y) != sign(h_speed.x):
if h_speed.x != 0 and sign(h_speed.y) != sign(h_speed.x):
if h_speed.x < h_speed.y:
h_speed.x = clamp(h_speed.x, 0.0, h_speed.y)
else:
@ -301,6 +303,7 @@ func new_move_actor_as_desired(_delta :float,
## inertia is just base speed
calc_inertia.x = h_speed.x
calc_inertial_dir.x = 0.0 # sign(calc_inertia.x)
debug_speed_tracker = h_speed
# if move_direction.x == 0:
# calc_inertial_dir.x = sign(h_speed.x)

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@ -17,6 +17,16 @@ export var horizontal_speed_offset: float = 0
export var horizontal_speed_offset_acceleration: float = 0
export var jerk_factor: float = 0
export var vertical_speed: float = 0
export var vertical_acceleration: float = 0
## Movement Speed Offsets (Positive or Negative)
export var vertical_speed_offset: float = 0
## Applies only if offset applies
export var vertical_speed_offset_acceleration: float = 0
## Should this state keep the inertia from previous states
export var preserve_inertia :bool = true
## Default state gravity is the project's gravity
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")

View File

@ -10,11 +10,22 @@ var horizontal_speed_offset: float = 0
var horizontal_speed_offset_acceleration: float = 0
var jerk_factor: float = 0
var vertical_speed: float = 0
var vertical_acceleration: float = 0
## Movement Speed Offsets (Positive or Negative)
var vertical_speed_offset: float = 0
## Applies only if offset applies
var vertical_speed_offset_acceleration: float = 0
var gravity: int = 0
## Processing Directives (help determine how the merge function works)
var direction :float = 0.0 # -1, 0, 1
enum SUB_TYPE {
NONE, # Basic physics modifier just adds numbers
PASS_ZERO # Allows ability to surpass zero and move backwords
## Disallows ability to surpass zero when applied to state kinematic values
NEGATIVE_CONSTRAINT
}
func _to_string():
@ -23,6 +34,7 @@ func _to_string():
func reset():
.reset()
modifier_type = SUB_TYPE.NONE
direction = 0.0
horizontal_speed = 0
horizontal_acceleration = 0
## Movement Speed Offsets (Positive or Negative)
@ -47,6 +59,7 @@ func merge(_merge_from_modifier: StateModifier):
if modifier_type == SUB_TYPE.NONE and _merge_from_modifier.modifier_type != SUB_TYPE.NONE:
modifier_type = _merge_from_modifier.modifier_type
##TODO: I don't really need merge functions here?
match _merge_from_modifier.modifier_type:
_:
horizontal_speed += _merge_from_modifier.horizontal_speed

View File

@ -70,7 +70,7 @@ func _ready():
movement_component.state_stamina_cost = state_stamina_cost
tired_debuff_modifier.setup('so_tired', StateModifierMovement.SUB_TYPE.NONE)
tired_debuff_modifier.setup('so_tired', StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT)
tired_debuff_modifier.horizontal_speed = -40
movement_state_machine.push_state_modifier(tired_debuff_modifier)