diff --git a/lib/classes/movement_state_receiver.gd b/lib/classes/movement_state_receiver.gd index ca1e74a..507a934 100644 --- a/lib/classes/movement_state_receiver.gd +++ b/lib/classes/movement_state_receiver.gd @@ -22,7 +22,7 @@ onready var desired_movement_vector: Vector2 = Vector2(0,0) # Since animactor state machine can actually view properties from this type # I'm thinking about moving the velocity tracker in here instead of player. #var velocity = Vector2(0,0) -var velocity :VelocityCalculations = VelocityCalculations.new() +var velocity_controller :VelocityController = VelocityController.new() #Removing Probably not used #var sim_velocity = Vector2(0,0) @@ -159,5 +159,5 @@ func apply_movement_to_parent( _velocity :Vector2) -> void: if _velocity.y < -8: snap = Vector2.ZERO if parent is KinematicBody2D: - velocity.velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true) + velocity_controller.velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true) diff --git a/project.godot b/project.godot index 949d7ae..30d6cdd 100644 --- a/project.godot +++ b/project.godot @@ -165,9 +165,9 @@ _global_script_classes=[ { "path": "res://src/ui/HUD.gd" }, { "base": "Reference", -"class": "VelocityCalculations", +"class": "VelocityController", "language": "GDScript", -"path": "res://src/classes/velocity_calculations.gd" +"path": "res://src/classes/velocity_controller.gd" } ] _global_script_class_icons={ "Actor": "", @@ -201,7 +201,7 @@ _global_script_class_icons={ "StateModifierAnimatedActor": "", "StateModifierMovement": "", "UIComponent": "", -"VelocityCalculations": "" +"VelocityController": "" } [application] diff --git a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd index eb86d2f..e0adea8 100644 --- a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd @@ -163,7 +163,7 @@ func _state_process_physics_idle(): # var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state ) # apply_movement_to_parent(_v) apply_movement_to_parent( - velocity.calculate_velocity( + velocity_controller.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), desired_movement_vector ) @@ -228,7 +228,7 @@ func _state_process_physics_roll(): #move_actor_as_desired(parent.transform.x.x) #apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state, parent.transform.x )) apply_movement_to_parent( - velocity.calculate_velocity( + velocity_controller.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), parent.transform.x ) @@ -263,7 +263,7 @@ func _state_process_physics_enter_right(): # instead of movement direction #move_actor_as_desired(parent.transform.x.x) apply_movement_to_parent( - velocity.calculate_velocity( + velocity_controller.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), parent.transform.x ) @@ -279,7 +279,7 @@ func _state_process_physics_land(): request_state_change.call_func('fall') #move_actor_as_desired() apply_movement_to_parent( - velocity.calculate_velocity( + velocity_controller.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), desired_movement_vector ) @@ -292,14 +292,14 @@ func _state_process_physics_hurt(): # if !parent.is_on_floor(): # #return fall_state # request_state_change.call_func('fall') - velocity.y += current_state.gravity * physics_delta + velocity_controller.velocity.y += current_state.gravity * physics_delta #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) - velocity.x = parent.transform.x.x * -1 * current_state.horizontal_speed + velocity_controller.velocity.x = parent.transform.x.x * -1 * current_state.horizontal_speed # if (parent.direction.x > 0): # parent.velocity.x = 1 * move_speed # else: # parent.velocity.x = -1 * move_speed - velocity.velocity = parent.move_and_slide(velocity.velocity, Vector2(0, -1)) + velocity_controller.velocity = parent.move_and_slide(velocity_controller.velocity, Vector2(0, -1)) func _state_process_physics_fall(): @@ -318,7 +318,7 @@ func _state_process_physics_fall(): #move_actor_as_desired() apply_movement_to_parent( - velocity.calculate_velocity( + velocity_controller.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), desired_movement_vector ) @@ -333,12 +333,12 @@ func _state_process_physics_jump(): # #modifier.reference() # #idle_state.modifier = landing_modifier # request_state_change.call_func('idle') - if velocity.velocity.y > 0: + if velocity_controller.velocity.y > 0: request_state_change.call_func('fall') desired_movement_vector.y = UP #move_actor_as_desired() apply_movement_to_parent( - velocity.calculate_velocity( + velocity_controller.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), desired_movement_vector ) @@ -366,7 +366,7 @@ func _state_process_physics_move(): #apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state )) apply_movement_to_parent( - velocity.calculate_velocity( + velocity_controller.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), desired_movement_vector ) @@ -415,7 +415,7 @@ func _state_process_physics_climb(): func _state_process_physics_ledge_grab(): if debug_component: - UiManager.debug_text = (str(velocity)) + UiManager.debug_text = (str(velocity_controller.velocity)) $"%LedgeDetector".set_enabled(false) if _wants_jump: @@ -429,7 +429,7 @@ func _state_process_physics_ledge_climb(): if debug_component: UiManager.debug_text = (str(parent.is_on_floor()) + - str(parent.is_on_wall()) + ")\nV:" + str(velocity)) + str(parent.is_on_wall()) + ")\nV:" + str(velocity_controller.velocity)) if current_state.animation_finished == true: request_state_change.call_func('land') @@ -482,7 +482,7 @@ func _state_process_physics_crouch_move(): #move_actor_as_desired() apply_movement_to_parent( - velocity.calculate_velocity( + velocity_controller.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), desired_movement_vector ) diff --git a/src/classes/velocity_calculations.gd b/src/classes/velocity_controller.gd similarity index 99% rename from src/classes/velocity_calculations.gd rename to src/classes/velocity_controller.gd index 6b4106e..3d22c9f 100644 --- a/src/classes/velocity_calculations.gd +++ b/src/classes/velocity_controller.gd @@ -1,4 +1,4 @@ -class_name VelocityCalculations +class_name VelocityController var velocity :Vector2 var debug :bool = false