Some cleanup of unused code after all that mess.

This commit is contained in:
Dustin 2025-05-25 18:57:51 -07:00
parent bb3f6f5501
commit 8960fddef2

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@ -13,11 +13,6 @@ enum RANGE_PLACEMENT {
PAST_RANGE = 1 PAST_RANGE = 1
} }
## Side effects for these variables
# velocity - doesn't change but uses it to set base calculations
# accepts the state to determine movement, the deltatime, and an optional direction
# Update: Actually should just return movement in PPS
##
## Could these be datatypes or a class? Sure ## Could these be datatypes or a class? Sure
var _h_impulse_applied :bool = false var _h_impulse_applied :bool = false
@ -57,16 +52,7 @@ func calculate_velocity(_delta :float,
## If an override has been passed (we're ignoring input direction ## If an override has been passed (we're ignoring input direction
var move_direction = Vector2.ZERO var move_direction = Vector2.ZERO
move_direction = resolve_move_direction(calc_inertia, _movement_direction) move_direction = resolve_move_direction(calc_inertia, _movement_direction)
# else:
# move_direction = resolve_move_direction(calc_inertia, desired_movement_vector)
#var movement_parameters :MovementParameters = _state.get_movement_parameters()
# if modifier and modifier.is_active:
# if (_state.is_grounded and modifier.only_grounded): # Should we skip
# modifier_indicator = '*'
# if _state.name == 'jump':
# var foo = 2+2 # break
# movement_parameters.apply_state_modifier(modifier, move_direction.x)
## Inertia only applies if there is a difference between the ## Inertia only applies if there is a difference between the
# base move speed and a derived move speed. This makes it so all you # base move speed and a derived move speed. This makes it so all you
@ -77,7 +63,6 @@ func calculate_velocity(_delta :float,
# is the destination speed. # is the destination speed.
# We move towards h_speed.y at the acceleration rate # We move towards h_speed.y at the acceleration rate
## ##
#var h_speed = resolve_h_speed(movement_parameters)
var start_speed :float = ( var start_speed :float = (
(movement_parameters.get_speed_start(RELATIVE_DIRECTION).x * move_direction.x) + (movement_parameters.get_speed_start(RELATIVE_DIRECTION).x * move_direction.x) +
(movement_parameters.get_speed_start(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) + (movement_parameters.get_speed_start(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) +
@ -88,12 +73,8 @@ func calculate_velocity(_delta :float,
(movement_parameters.get_speed_end(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) + (movement_parameters.get_speed_end(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) +
(movement_parameters.get_speed_end(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION) (movement_parameters.get_speed_end(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION)
) )
## It's time to start treating horizontal and vertical movement the same
var h_speed = Vector2(start_speed, end_speed) var h_speed = Vector2(start_speed, end_speed)
#var h_speed = Vector2(movement_parameters.get_speed_start(RELATIVE_DIRECTION).x , movement_parameters.get_speed_end(RELATIVE_DIRECTION).x)
#var v_speed = resolve_v_speed(movement_parameters)
start_speed = ( start_speed = (
(movement_parameters.get_speed_start(RELATIVE_DIRECTION).y * move_direction.y) + (movement_parameters.get_speed_start(RELATIVE_DIRECTION).y * move_direction.y) +
(movement_parameters.get_speed_start(POSITIVE_DIRECTION).y * POSITIVE_DIRECTION) + (movement_parameters.get_speed_start(POSITIVE_DIRECTION).y * POSITIVE_DIRECTION) +
@ -106,14 +87,22 @@ func calculate_velocity(_delta :float,
) )
var v_speed = Vector2(start_speed, end_speed) var v_speed = Vector2(start_speed, end_speed)
## Speed will now be expected to move in the direction of travel
#h_speed *= move_direction.x
#v_speed *= move_direction.y
## Now determine placement of current velocity to speed range ## Now determine placement of current velocity to speed range
var h_range_placement = placement_to_speed_range(calc_velocity.x, h_speed) var h_range_placement = placement_to_speed_range(calc_velocity.x, h_speed)
var v_range_placement = placement_to_speed_range(calc_velocity.y, v_speed) var v_range_placement = placement_to_speed_range(calc_velocity.y, v_speed)
## Acceleration is always postive because we use the current inertia
## placement to the movement range to determine direction of movement.
if sign(move_direction.x) != 0:
#calc_acceleration.x = abs(movement_parameters.get_acceleration(0).x)
calc_acceleration.x = movement_parameters.get_acceleration().x
assert(calc_acceleration.x >= 0, "Negative X Acceleration shouln't happen")
if sign(move_direction.y) != 0:
calc_acceleration.y = movement_parameters.get_acceleration().y
assert(calc_acceleration.y >= 0, "Negative Y Acceleration shouln't happen")
## We don't want to be able to scoot our impulse speed to cheat the movement ## We don't want to be able to scoot our impulse speed to cheat the movement
# Any non zero speed that goes opposite to our inertial direction # Any non zero speed that goes opposite to our inertial direction
# should only be allowed once. # should only be allowed once.
@ -130,18 +119,6 @@ func calculate_velocity(_delta :float,
print("resetting V impulse") print("resetting V impulse")
_v_impulse_applied = false _v_impulse_applied = false
## Acceleration is always postive because we use the current inertia
## placement to the movement range to determine direction of movement.
if sign(move_direction.x) != 0:
#calc_acceleration.x = abs(movement_parameters.get_acceleration(0).x)
calc_acceleration.x = movement_parameters.get_acceleration().x
if calc_acceleration.x < 0:
push_warning("Negative Acceleration shouln't happen")
calc_acceleration.x = abs(calc_acceleration.x)
if sign(move_direction.y) != 0:
calc_acceleration.y = movement_parameters.get_acceleration().y
## Separate impulse function ## Separate impulse function
if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed: if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed:
#(range_placement :int, inertia :float, impulse_speed_range :Vector2) #(range_placement :int, inertia :float, impulse_speed_range :Vector2)
@ -164,7 +141,6 @@ func calculate_velocity(_delta :float,
var foo = 2+2 var foo = 2+2
## We are always moving from h_speed.x towards y at a given rate ## We are always moving from h_speed.x towards y at a given rate
## if we have a difference of speed and an acceleration ## if we have a difference of speed and an acceleration
##TODO: The Min Max could be augmented to just be h_speed.x and prevent the sliding.
calc_inertia.x = resolve_inertia( calc_inertia.x = resolve_inertia(
h_range_placement, h_range_placement,
calc_inertia.x , calc_inertia.x ,
@ -179,93 +155,6 @@ func calculate_velocity(_delta :float,
(calc_acceleration.y * _delta) (calc_acceleration.y * _delta)
) )
## Diabled for single inertia function
# if h_speed.x != h_speed.y and calc_acceleration.x != 0.0:
# var direction_accel :float = calc_acceleration.x * _delta #* move_direction.x
# if h_speed.x > h_speed.y:
# direction_accel *= -1
# match h_range_placement:
# RANGE_PLACEMENT.BEFORE_RANGE:
# ## Also apply impulse here
# if _h_impulse_applied == false:
# calc_inertia.x += h_speed.x
# _h_impulse_applied = true
#
# calc_inertia.x = clamp(calc_inertia.x + direction_accel,
# min(calc_inertia.x, h_speed.y),
# max(calc_inertia.x, h_speed.y))
# RANGE_PLACEMENT.WITHIN_RANGE:
# ## If we're within the range but our speed has just changed
# if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed:
# ## Set inertia to starting speed, we're already in range
# calc_inertia.x = h_speed.x
# _h_impulse_applied = true
# calc_inertia.x = clamp(calc_inertia.x + direction_accel,
# min(h_speed.x, h_speed.y),
# max(h_speed.x, h_speed.y))
# RANGE_PLACEMENT.PAST_RANGE:
# if _h_impulse_applied == false and abs(h_speed.x) > abs(h_speed.y):
# calc_inertia.x = h_speed.x
# _h_impulse_applied = true
# calc_inertia.x = clamp(calc_inertia.x - direction_accel, # Friction
# min(calc_inertia.x, h_speed.y),
# max(calc_inertia.x, h_speed.y))
#
#
# elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement
# if h_speed.x < h_speed.y:
# h_speed.x = clamp(h_speed.x,0.0,h_speed.y)
#
# ## Move back towards the base speed
# calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, calc_acceleration.x * _delta)
#
# else:
# ## inertia is just base speed
# calc_inertia.x = h_speed.x
# calc_inertial_dir.x = 0.0 # sign(calc_inertia.x)
## Another idea, just return the calculated velocity in PPS
## For now, y component of velocity is just gravity
## meaning there's always a downward acceleration so we don't have to check.
# if v_speed.x != v_speed.y: ## For now gravity is just the default acceleration
# var direction_accel :float = movement_parameters.gravity * _delta #* move_direction.x
# if v_speed.x > v_speed.y:
# direction_accel *= -1
# match v_range_placement:
# RANGE_PLACEMENT.BEFORE_RANGE:
# ## Also apply impulse here
# if _v_impulse_applied == false:
# calc_inertia.y += v_speed.x
# _v_impulse_applied = true
# #impulse_applied_dir = move_direction.x
# calc_inertia.y = clamp(calc_inertia.y + direction_accel,
# min(calc_inertia.y, v_speed.y),
# max(calc_inertia.y, v_speed.y))
# RANGE_PLACEMENT.WITHIN_RANGE:
# ## If we're within the range but our speed has just changed
# if _v_impulse_applied == false and _v_impulse_speed_tracking != v_speed:
# ## Set inertia to starting speed, we're already in range
# calc_inertia.y = v_speed.x
# _v_impulse_applied = true
# calc_inertia.y = clamp(calc_inertia.y + direction_accel,
# min(v_speed.x, v_speed.y),
# max(v_speed.x, v_speed.y))
# RANGE_PLACEMENT.PAST_RANGE:
# if _v_impulse_applied == false and abs(v_speed.x) > abs(v_speed.y):
# calc_inertia.y = v_speed.y
# _v_impulse_applied = true
# calc_inertia.y = clamp(calc_inertia.y - direction_accel, # Friction
# min(calc_inertia.y, v_speed.y),
# max(calc_inertia.y, v_speed.y))
# else:
# ## The previous vertical movement methods
# #calc_inertia.y += movement_parameters.gravity * _delta
# if v_speed.x < v_speed.y:
# v_speed.x = clamp(v_speed.x,0.0,v_speed.y)
# ## Move back towards the base speed
# calc_inertia.y = move_toward(calc_inertia.y, v_speed.x, movement_parameters.gravity * _delta)
## Track or last speed for in range impulses ## Track or last speed for in range impulses
_h_impulse_speed_tracking = h_speed _h_impulse_speed_tracking = h_speed
_v_impulse_speed_tracking = v_speed _v_impulse_speed_tracking = v_speed