diff --git a/lib/classes/state_animated_actor.gd b/lib/classes/state_animated_actor.gd index 2430766..c32e933 100644 --- a/lib/classes/state_animated_actor.gd +++ b/lib/classes/state_animated_actor.gd @@ -23,24 +23,24 @@ export(Vector2) var jerk_factor = Vector2(1,1) #export(Vector2) var speed_end_negative #export(Vector2) var acceleration_negative -# The base movement speed and accelleration -export var horizontal_speed: float = 60 -export var horizontal_acceleration: float = 0 -## Movement Speed Offsets (Positive or Negative) -export var horizontal_speed_offset: float = 0 -## Applies only if offset applies -export var horizontal_speed_offset_acceleration: float = 0 -#export var jerk_factor: float = 1.0 - -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 - -export var horizontal_jerk_factor: float = 1.0 -export var vertical_jerk_factor: float = 1.0 +## The base movement speed and accelleration +#export var horizontal_speed: float = 60 +#export var horizontal_acceleration: float = 0 +### Movement Speed Offsets (Positive or Negative) +#export var horizontal_speed_offset: float = 0 +### Applies only if offset applies +#export var horizontal_speed_offset_acceleration: float = 0 +##export var jerk_factor: float = 1.0 +# +#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 +# +#export var horizontal_jerk_factor: float = 1.0 +#export var vertical_jerk_factor: float = 1.0 ## Should this state keep the inertia from previous states export var preserve_inertia :bool = true diff --git a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd index 2fa37dd..f2e3a80 100644 --- a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd @@ -466,7 +466,7 @@ func _state_process_physics_climb(): #UiManager.debug_text = str(ladder_location) + '\n' + str(ladder_location - parent.global_position) #+ '\n' + str(parent.global_position.distance_to(ladder_location)) # An attempt to snap to the ladder location if parent.global_position.x != round(ladder_location.x): - parent.global_translate(Vector2(round((ladder_location.x - parent.global_position.x)),(ladder_location.y * current_state.horizontal_speed) * physics_delta)) + parent.global_translate(Vector2(round((ladder_location.x - parent.global_position.x)),(ladder_location.y * current_state.speed_start.y) * physics_delta)) if ladder_location.y != 0: #print("singal that I'm climbing?") current_state.movement_stopped = false diff --git a/src/actors/players/playerE/PlayerE.tscn b/src/actors/players/playerE/PlayerE.tscn index e222721..503c6e9 100644 --- a/src/actors/players/playerE/PlayerE.tscn +++ b/src/actors/players/playerE/PlayerE.tscn @@ -48,16 +48,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 20.0 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = true animation_sequence = [ "hurt" ] diff --git a/src/actors/players/playerE/states/attack_punch.tres b/src/actors/players/playerE/states/attack_punch.tres index 2f17409..f090769 100644 --- a/src/actors/players/playerE/states/attack_punch.tres +++ b/src/actors/players/playerE/states/attack_punch.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 1.36422e-12 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = true animation_sequence = [ "attack-punch" ] diff --git a/src/actors/players/playerE/states/attack_shoot.tres b/src/actors/players/playerE/states/attack_shoot.tres index 838e05d..9831570 100644 --- a/src/actors/players/playerE/states/attack_shoot.tres +++ b/src/actors/players/playerE/states/attack_shoot.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 1.36422e-12 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = true animation_sequence = [ "attack-shoot" ] diff --git a/src/actors/players/playerE/states/attack_sword.tres b/src/actors/players/playerE/states/attack_sword.tres index ca5cd3c..6fb77e3 100644 --- a/src/actors/players/playerE/states/attack_sword.tres +++ b/src/actors/players/playerE/states/attack_sword.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 1.36422e-12 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = true animation_sequence = [ "attack-sword" ] diff --git a/src/actors/players/playerE/states/climb.tres b/src/actors/players/playerE/states/climb.tres index 559c73f..d25d110 100644 --- a/src/actors/players/playerE/states/climb.tres +++ b/src/actors/players/playerE/states/climb.tres @@ -8,22 +8,12 @@ script = ExtResource( 1 ) debug_state = false timeout_seconds = 0.0 name = "climb" -speed_start = Vector2( 0, 0 ) -speed_end = Vector2( 0, 1000 ) +speed_start = Vector2( 1.36422e-12, 50 ) +speed_end = Vector2( 1.36422e-12, 50 ) min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 50.0 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 -preserve_inertia = true -is_grounded = true +preserve_inertia = false +is_grounded = false animation_sequence = [ "climb" ] diff --git a/src/actors/players/playerE/states/crouch.tres b/src/actors/players/playerE/states/crouch.tres index 591fc92..a2d86ba 100644 --- a/src/actors/players/playerE/states/crouch.tres +++ b/src/actors/players/playerE/states/crouch.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 1.36422e-12 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = true animation_sequence = [ "idle-crouch" ] diff --git a/src/actors/players/playerE/states/crouch_move.tres b/src/actors/players/playerE/states/crouch_move.tres index a71ac70..c7931a1 100644 --- a/src/actors/players/playerE/states/crouch_move.tres +++ b/src/actors/players/playerE/states/crouch_move.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 60.0 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = true animation_sequence = [ "run_crouch" ] diff --git a/src/actors/players/playerE/states/death.tres b/src/actors/players/playerE/states/death.tres index 00682d2..c746552 100644 --- a/src/actors/players/playerE/states/death.tres +++ b/src/actors/players/playerE/states/death.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 1.36422e-12 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = false is_grounded = true animation_sequence = [ "death" ] diff --git a/src/actors/players/playerE/states/enter_right.tres b/src/actors/players/playerE/states/enter_right.tres index fe09fb3..7065e02 100644 --- a/src/actors/players/playerE/states/enter_right.tres +++ b/src/actors/players/playerE/states/enter_right.tres @@ -14,16 +14,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 30.0 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = false is_grounded = true animation_sequence = [ "walk" ] diff --git a/src/actors/players/playerE/states/fall.tres b/src/actors/players/playerE/states/fall.tres index d7714c3..29e41ac 100644 --- a/src/actors/players/playerE/states/fall.tres +++ b/src/actors/players/playerE/states/fall.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 1.36422e-12, 500 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 90.0 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = false animation_sequence = [ "jump" ] diff --git a/src/actors/players/playerE/states/idle.tres b/src/actors/players/playerE/states/idle.tres index 84cb302..0115944 100644 --- a/src/actors/players/playerE/states/idle.tres +++ b/src/actors/players/playerE/states/idle.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 1.36422e-12 -horizontal_acceleration = 300.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = true animation_sequence = [ "idle" ] diff --git a/src/actors/players/playerE/states/jump.tres b/src/actors/players/playerE/states/jump.tres index 4849e2e..7fb3be3 100644 --- a/src/actors/players/playerE/states/jump.tres +++ b/src/actors/players/playerE/states/jump.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 1.36422e-12, 360 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 90.0 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 200.0 -vertical_acceleration = 0.0 -vertical_speed_offset = -208.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = false animation_sequence = [ "jump" ] diff --git a/src/actors/players/playerE/states/land.tres b/src/actors/players/playerE/states/land.tres index 4290163..f36c9e3 100644 --- a/src/actors/players/playerE/states/land.tres +++ b/src/actors/players/playerE/states/land.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 20.0 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = true animation_sequence = [ "land" ] diff --git a/src/actors/players/playerE/states/ledge_climb.tres b/src/actors/players/playerE/states/ledge_climb.tres index 5dbee90..6d12aaa 100644 --- a/src/actors/players/playerE/states/ledge_climb.tres +++ b/src/actors/players/playerE/states/ledge_climb.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 1.36422e-12 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = false is_grounded = true animation_sequence = [ "ledge-climb" ] diff --git a/src/actors/players/playerE/states/ledge_grab.tres b/src/actors/players/playerE/states/ledge_grab.tres index e920582..e07f712 100644 --- a/src/actors/players/playerE/states/ledge_grab.tres +++ b/src/actors/players/playerE/states/ledge_grab.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 0, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 1.36422e-12 -horizontal_acceleration = 0.0 -horizontal_speed_offset = 0.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = false is_grounded = true animation_sequence = [ "ledge-grab" ] diff --git a/src/actors/players/playerE/states/move.tres b/src/actors/players/playerE/states/move.tres index 5df708d..a3dc1a5 100644 --- a/src/actors/players/playerE/states/move.tres +++ b/src/actors/players/playerE/states/move.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 200, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 10.0 -horizontal_acceleration = 70.0 -horizontal_speed_offset = 80.0 -horizontal_speed_offset_acceleration = 0.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = true is_grounded = true animation_sequence = [ "run" ] diff --git a/src/actors/players/playerE/states/roll.tres b/src/actors/players/playerE/states/roll.tres index ce89bcb..ded08bd 100644 --- a/src/actors/players/playerE/states/roll.tres +++ b/src/actors/players/playerE/states/roll.tres @@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 ) acceleration = Vector2( 300, 280 ) max_acceleration = Vector2( 0, 0 ) jerk_factor = Vector2( 1, 1 ) -horizontal_speed = 150.0 -horizontal_acceleration = 1.36422e-12 -horizontal_speed_offset = -140.0 -horizontal_speed_offset_acceleration = -300.0 -vertical_speed = 0.0 -vertical_acceleration = 0.0 -vertical_speed_offset = 0.0 -vertical_speed_offset_acceleration = 0.0 -horizontal_jerk_factor = 1.0 -vertical_jerk_factor = 1.0 preserve_inertia = false is_grounded = true animation_sequence = [ "roll" ]