Remove that old movement stuff from actor states

This commit is contained in:
Dustin 2025-06-19 08:55:50 -07:00
parent 94274cd447
commit 8c1ab0c374
19 changed files with 23 additions and 193 deletions

View File

@ -23,24 +23,24 @@ export(Vector2) var jerk_factor = Vector2(1,1)
#export(Vector2) var speed_end_negative #export(Vector2) var speed_end_negative
#export(Vector2) var acceleration_negative #export(Vector2) var acceleration_negative
# The base movement speed and accelleration ## The base movement speed and accelleration
export var horizontal_speed: float = 60 #export var horizontal_speed: float = 60
export var horizontal_acceleration: float = 0 #export var horizontal_acceleration: float = 0
## Movement Speed Offsets (Positive or Negative) ### Movement Speed Offsets (Positive or Negative)
export var horizontal_speed_offset: float = 0 #export var horizontal_speed_offset: float = 0
## Applies only if offset applies ### Applies only if offset applies
export var horizontal_speed_offset_acceleration: float = 0 #export var horizontal_speed_offset_acceleration: float = 0
#export var jerk_factor: float = 1.0 ##export var jerk_factor: float = 1.0
#
export var vertical_speed: float = 0 #export var vertical_speed: float = 0
export var vertical_acceleration: float = 0 #export var vertical_acceleration: float = 0
## Movement Speed Offsets (Positive or Negative) ### Movement Speed Offsets (Positive or Negative)
export var vertical_speed_offset: float = 0 #export var vertical_speed_offset: float = 0
## Applies only if offset applies ### Applies only if offset applies
export var vertical_speed_offset_acceleration: float = 0 #export var vertical_speed_offset_acceleration: float = 0
#
export var horizontal_jerk_factor: float = 1.0 #export var horizontal_jerk_factor: float = 1.0
export var vertical_jerk_factor: float = 1.0 #export var vertical_jerk_factor: float = 1.0
## Should this state keep the inertia from previous states ## Should this state keep the inertia from previous states
export var preserve_inertia :bool = true export var preserve_inertia :bool = true

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@ -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)) #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 # An attempt to snap to the ladder location
if parent.global_position.x != round(ladder_location.x): 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: if ladder_location.y != 0:
#print("singal that I'm climbing?") #print("singal that I'm climbing?")
current_state.movement_stopped = false current_state.movement_stopped = false

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@ -48,16 +48,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = true is_grounded = true
animation_sequence = [ "hurt" ] animation_sequence = [ "hurt" ]

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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = true is_grounded = true
animation_sequence = [ "attack-punch" ] animation_sequence = [ "attack-punch" ]

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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = true is_grounded = true
animation_sequence = [ "attack-shoot" ] animation_sequence = [ "attack-shoot" ]

View File

@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = true is_grounded = true
animation_sequence = [ "attack-sword" ] animation_sequence = [ "attack-sword" ]

View File

@ -8,22 +8,12 @@ script = ExtResource( 1 )
debug_state = false debug_state = false
timeout_seconds = 0.0 timeout_seconds = 0.0
name = "climb" name = "climb"
speed_start = Vector2( 0, 0 ) speed_start = Vector2( 1.36422e-12, 50 )
speed_end = Vector2( 0, 1000 ) speed_end = Vector2( 1.36422e-12, 50 )
min_acceleration = Vector2( 0, 0 ) min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) jerk_factor = Vector2( 1, 1 )
horizontal_speed = 50.0 preserve_inertia = false
horizontal_acceleration = 0.0 is_grounded = false
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 = [ "climb" ] animation_sequence = [ "climb" ]

View File

@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = true is_grounded = true
animation_sequence = [ "idle-crouch" ] animation_sequence = [ "idle-crouch" ]

View File

@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = true is_grounded = true
animation_sequence = [ "run_crouch" ] animation_sequence = [ "run_crouch" ]

View File

@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = false
is_grounded = true is_grounded = true
animation_sequence = [ "death" ] animation_sequence = [ "death" ]

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@ -14,16 +14,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = false
is_grounded = true is_grounded = true
animation_sequence = [ "walk" ] animation_sequence = [ "walk" ]

View File

@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 1.36422e-12, 500 ) acceleration = Vector2( 1.36422e-12, 500 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = false is_grounded = false
animation_sequence = [ "jump" ] animation_sequence = [ "jump" ]

View File

@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = true is_grounded = true
animation_sequence = [ "idle" ] animation_sequence = [ "idle" ]

View File

@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 1.36422e-12, 360 ) acceleration = Vector2( 1.36422e-12, 360 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = false is_grounded = false
animation_sequence = [ "jump" ] animation_sequence = [ "jump" ]

View File

@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = true is_grounded = true
animation_sequence = [ "land" ] animation_sequence = [ "land" ]

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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = false
is_grounded = true is_grounded = true
animation_sequence = [ "ledge-climb" ] animation_sequence = [ "ledge-climb" ]

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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 0, 280 ) acceleration = Vector2( 0, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = false
is_grounded = true is_grounded = true
animation_sequence = [ "ledge-grab" ] animation_sequence = [ "ledge-grab" ]

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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 200, 280 ) acceleration = Vector2( 200, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = true
is_grounded = true is_grounded = true
animation_sequence = [ "run" ] animation_sequence = [ "run" ]

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@ -15,16 +15,6 @@ min_acceleration = Vector2( 0, 0 )
acceleration = Vector2( 300, 280 ) acceleration = Vector2( 300, 280 )
max_acceleration = Vector2( 0, 0 ) max_acceleration = Vector2( 0, 0 )
jerk_factor = Vector2( 1, 1 ) 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 preserve_inertia = false
is_grounded = true is_grounded = true
animation_sequence = [ "roll" ] animation_sequence = [ "roll" ]