Total switch of export params for movement params and modifiers, state is next.
This commit is contained in:
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6626e03fb1
commit
a3c3d2db9f
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@ -9,10 +9,10 @@ export(PoolVector2Array) var _acceleration = PoolVector2Array([Vector2(0,0),Vect
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## Vector based ones for x and y
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export var base_move_speed :Vector2
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export var base_move_acceleration :Vector2
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export var move_speed_modifier :Vector2
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export var move_speed_modifier_acceleration :Vector2
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#export var base_move_speed :Vector2
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#export var base_move_acceleration :Vector2
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#export var move_speed_modifier :Vector2
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#export var move_speed_modifier_acceleration :Vector2
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export var jerk_factor :Vector2
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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@ -62,15 +62,15 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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#_modifier.direction == _modifier.APPLIED_DIRECTIONS.LEFT_OR_UP
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match _modifier.modifier_type:
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StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT:
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var adjusted_move_speed = base_move_speed.x + _modifier.horizontal_speed
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## We crossed the zero from the base
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if sign(adjusted_move_speed) != sign(base_move_speed.x):
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base_move_speed.x = 0.0
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else:
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base_move_speed.x = adjusted_move_speed
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# var adjusted_move_speed = base_move_speed.x + _modifier.horizontal_speed
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# ## We crossed the zero from the base
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# if sign(adjusted_move_speed) != sign(base_move_speed.x):
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# base_move_speed.x = 0.0
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# else:
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# base_move_speed.x = adjusted_move_speed
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var speed :Vector2 = get_speed_start(_modifier.direction)
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adjusted_move_speed = get_speed_start(_modifier.direction) + _modifier.speed_start
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var adjusted_move_speed = get_speed_start(_modifier.direction) + _modifier.speed_start
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if sign(adjusted_move_speed.x) != sign(speed.x):
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speed.x = 0.0
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else:
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@ -94,14 +94,14 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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set_speed_end(_modifier.direction, speed)
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var adjusted_accel = base_move_acceleration.x + _modifier.horizontal_acceleration
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if sign(adjusted_accel) != sign(base_move_acceleration.x):
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base_move_acceleration.x = 0.0
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else:
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base_move_acceleration.x = adjusted_accel
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# var adjusted_accel = base_move_acceleration.x + _modifier.horizontal_acceleration
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# if sign(adjusted_accel) != sign(base_move_acceleration.x):
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# base_move_acceleration.x = 0.0
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# else:
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# base_move_acceleration.x = adjusted_accel
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var accel :Vector2 = get_acceleration(_modifier.direction)
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adjusted_accel = get_acceleration(_modifier.direction) + _modifier.acceleration
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var adjusted_accel = get_acceleration(_modifier.direction) + _modifier.acceleration
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if sign(adjusted_accel.x) != sign(accel.x):
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accel.x = 0.0
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else:
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@ -117,26 +117,26 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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##TODO: Um, modifiers are a little weirder for this
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#move_speed_modifier.x += _modifier.horizontal_speed_offset
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var speed_differance = base_move_speed.x + (move_speed_modifier.x + _modifier.horizontal_speed_offset)
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if sign(speed_differance) != sign(base_move_speed.x) and base_move_speed.x != 0:
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## Add the inverse of the modifier instead
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move_speed_modifier.x += speed_differance * - 1
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else:
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move_speed_modifier.x += _modifier.horizontal_speed_offset
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move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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move_speed_modifier.y += _modifier.vertical_speed_offset
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move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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# var speed_differance = base_move_speed.x + (move_speed_modifier.x + _modifier.horizontal_speed_offset)
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# if sign(speed_differance) != sign(base_move_speed.x) and base_move_speed.x != 0:
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# ## Add the inverse of the modifier instead
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# move_speed_modifier.x += speed_differance * - 1
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# else:
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# move_speed_modifier.x += _modifier.horizontal_speed_offset
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#
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# move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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# move_speed_modifier.y += _modifier.vertical_speed_offset
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# move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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_:
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base_move_speed.x += _modifier.horizontal_speed
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base_move_acceleration.x += _modifier.horizontal_acceleration
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move_speed_modifier.x += _modifier.horizontal_speed_offset
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move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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base_move_speed.y += _modifier.vertical_speed
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base_move_acceleration.y += _modifier.vertical_acceleration
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move_speed_modifier.y += _modifier.vertical_speed_offset
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move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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# base_move_speed.x += _modifier.horizontal_speed
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# base_move_acceleration.x += _modifier.horizontal_acceleration
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# move_speed_modifier.x += _modifier.horizontal_speed_offset
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# move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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#
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# base_move_speed.y += _modifier.vertical_speed
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# base_move_acceleration.y += _modifier.vertical_acceleration
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# move_speed_modifier.y += _modifier.vertical_speed_offset
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# move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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set_speed_start(
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_modifier.direction,
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@ -154,12 +154,12 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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if (true): #DEGUG
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var foo = 2+2
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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"BaseSpeed Fm:{0} To:{1}".format({"0":"%5.2f" % base_move_speed.x, "1":"%5.2f" % base_move_speed.y}) +
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"\nSpeedMod Fm:{0} To:{1}".format({"0":"%5.2f" % move_speed_modifier.x, "1":"%5.2f" % move_speed_modifier.y}) +
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"\nMoveAccel: {0}, {1}".format({"0":"%4.1f" % base_move_acceleration.x, "1":"%4.1f" % base_move_acceleration.y}) +
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"\nType: " + str(_modifier.modifier_type)
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)
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# UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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# "BaseSpeed Fm:{0} To:{1}".format({"0":"%5.2f" % base_move_speed.x, "1":"%5.2f" % base_move_speed.y}) +
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# "\nSpeedMod Fm:{0} To:{1}".format({"0":"%5.2f" % move_speed_modifier.x, "1":"%5.2f" % move_speed_modifier.y}) +
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# "\nMoveAccel: {0}, {1}".format({"0":"%4.1f" % base_move_acceleration.x, "1":"%4.1f" % base_move_acceleration.y}) +
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# "\nType: " + str(_modifier.modifier_type)
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# )
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@ -81,14 +81,14 @@ func get_movement_parameters() -> MovementParameters:
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movement_parameters.jerk_factor = jerk_factor
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## Old stuff
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movement_parameters.base_move_speed.x = horizontal_speed
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movement_parameters.base_move_acceleration.x = horizontal_acceleration
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movement_parameters.move_speed_modifier.x = horizontal_speed_offset
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movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration
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movement_parameters.base_move_speed.y = vertical_speed
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movement_parameters.base_move_acceleration.y = vertical_acceleration
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movement_parameters.move_speed_modifier.y = vertical_speed_offset
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movement_parameters.move_speed_modifier_acceleration.y = vertical_speed_offset_acceleration
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# movement_parameters.base_move_speed.x = horizontal_speed
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# movement_parameters.base_move_acceleration.x = horizontal_acceleration
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# movement_parameters.move_speed_modifier.x = horizontal_speed_offset
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# movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration
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# movement_parameters.base_move_speed.y = vertical_speed
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# movement_parameters.base_move_acceleration.y = vertical_acceleration
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# movement_parameters.move_speed_modifier.y = vertical_speed_offset
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# movement_parameters.move_speed_modifier_acceleration.y = vertical_speed_offset_acceleration
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return movement_parameters
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@ -18,20 +18,20 @@ export(Vector2) var speed_end
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export(Vector2) var acceleration
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## Movement Modifiers
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export var horizontal_speed: float = 0
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export var horizontal_acceleration: float = 0
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## Movement Speed Offsets (Positive or Negative)
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export var horizontal_speed_offset: float = 0
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## Applies only if offset applies
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export var horizontal_speed_offset_acceleration: float = 0
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#export var jerk_factor: float = 0
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export var vertical_speed: float = 0
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export var vertical_acceleration: float = 0
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## Movement Speed Offsets (Positive or Negative)
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export var vertical_speed_offset: float = 0
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## Applies only if offset applies
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export var vertical_speed_offset_acceleration: float = 0
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#export var horizontal_speed: float = 0
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#export var horizontal_acceleration: float = 0
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### Movement Speed Offsets (Positive or Negative)
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#export var horizontal_speed_offset: float = 0
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### Applies only if offset applies
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#export var horizontal_speed_offset_acceleration: float = 0
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##export var jerk_factor: float = 0
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#
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#export var vertical_speed: float = 0
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#export var vertical_acceleration: float = 0
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### Movement Speed Offsets (Positive or Negative)
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#export var vertical_speed_offset: float = 0
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### Applies only if offset applies
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#export var vertical_speed_offset_acceleration: float = 0
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export var gravity: int = 0
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@ -52,21 +52,24 @@ func _to_string():
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func reset():
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.reset()
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modifier_type = SUB_TYPE.NONE
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direction = 0.0
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horizontal_speed = 0
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horizontal_acceleration = 0
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## Movement Speed Offsets (Positive or Negative)
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horizontal_speed_offset = 0
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## Applies only if offset applies
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horizontal_speed_offset_acceleration = 0
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# direction = 0.0
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# horizontal_speed = 0
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# horizontal_acceleration = 0
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# ## Movement Speed Offsets (Positive or Negative)
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# horizontal_speed_offset = 0
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# ## Applies only if offset applies
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# horizontal_speed_offset_acceleration = 0
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#jerk_factor = 0
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func copy(_copy_state: StateModifier):
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.copy(_copy_state)
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modifier_type = _copy_state.modifier_type
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if _copy_state.to_string() == "StateModifierMovement":
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_copy_state.horizontal_speed = horizontal_speed
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_copy_state.horizontal_acceleration = horizontal_acceleration
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#_copy_state.horizontal_speed = horizontal_speed
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_copy_state.speed.start = speed_start
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_copy_state.speed_end = speed_end
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#_copy_state.horizontal_acceleration = horizontal_acceleration
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_copy_state.acceleration = acceleration
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## Overrident to check whether this state is a grounded and this modifier
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## should only apply while in the air.
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@ -94,13 +97,13 @@ func merge(_merge_from_modifier: StateModifier):
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speed_start += _merge_from_modifier.speed_start
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acceleration += _merge_from_modifier.acceleration
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horizontal_speed += _merge_from_modifier.horizontal_speed
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horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
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horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
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horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration
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vertical_speed += _merge_from_modifier.vertical_speed
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vertical_acceleration += _merge_from_modifier.vertical_acceleration
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vertical_speed_offset += _merge_from_modifier.vertical_speed_offset
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vertical_speed_offset_acceleration += _merge_from_modifier.vertical_speed_offset_acceleration
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# horizontal_speed += _merge_from_modifier.horizontal_speed
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# horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
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# horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
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# horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration
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# vertical_speed += _merge_from_modifier.vertical_speed
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# vertical_acceleration += _merge_from_modifier.vertical_acceleration
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# vertical_speed_offset += _merge_from_modifier.vertical_speed_offset
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# vertical_speed_offset_acceleration += _merge_from_modifier.vertical_speed_offset_acceleration
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direction = _merge_from_modifier.direction
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only_grounded = _merge_from_modifier.only_grounded
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@ -13,14 +13,6 @@ direction = 0
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speed_start = Vector2( 0, 0 )
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speed_end = Vector2( 0, 0 )
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acceleration = Vector2( -250, 1.36422e-12 )
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horizontal_speed = 0.0
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horizontal_acceleration = -250.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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gravity = 0
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only_grounded = true
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processing_mode = 0
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@ -13,14 +13,6 @@ direction = -1
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speed_start = Vector2( 30, 1.36422e-12 )
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speed_end = Vector2( 30, 1.36422e-12 )
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acceleration = Vector2( 0, 0 )
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horizontal_speed = -30.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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gravity = 0
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only_grounded = true
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processing_mode = 0
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@ -13,14 +13,6 @@ direction = -1
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speed_start = Vector2( 30, 1.36422e-12 )
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speed_end = Vector2( 30, 1.36422e-12 )
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acceleration = Vector2( 0, 0 )
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horizontal_speed = -30.0
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horizontal_acceleration = 0.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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vertical_speed = 0.0
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vertical_acceleration = 0.0
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vertical_speed_offset = 0.0
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vertical_speed_offset_acceleration = 0.0
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gravity = 0
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only_grounded = false
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processing_mode = 0
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@ -11,6 +11,7 @@ onready var stamina_component = $"%Stamina_Component"
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var state_stamina_cost :Dictionary
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func _ready():
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velocity_controller.debug = true
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#var state_ref :State
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#var state_name :String
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#state_name = 'jump'
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@ -72,7 +72,7 @@ func _ready():
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tired_debuff_modifier.setup('so_tired', StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT)
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tired_debuff_modifier.speed_start = Vector2(-40,0)
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tired_debuff_modifier.horizontal_speed = -40
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#tired_debuff_modifier.horizontal_speed = -40
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tired_debuff_modifier.only_grounded = true
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movement_state_machine.push_state_modifier(tired_debuff_modifier)
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@ -120,13 +120,13 @@ func calculate_velocity(_delta :float,
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## Acceleration is always postive because we use the
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# move toward functions.
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calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x))
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# if move_direction.x != 0:
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# calc_acceleration.x = movement_parameters.get_acceleration(0).x
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# if move_direction.y != 0:
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# calc_acceleration.y = movement_parameters.get_acceleration(0).y
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#calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x))
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if sign(move_direction.x) != 0:
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calc_acceleration.x = movement_parameters.get_acceleration(0).x
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if sign(move_direction.y) != 0:
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calc_acceleration.y = movement_parameters.get_acceleration(0).y
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if debug and movement_parameters.debug_name == 'roll':
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if debug and movement_parameters.debug_name == 'move':
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var foo = 2+2
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## We are always moving from h_speed.x towards y at a given rate
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## if we have a difference of speed and an acceleration
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@ -267,49 +267,39 @@ func placement_to_speed_range(speed: float, speed_range: Vector2) -> int:
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## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED
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func resolve_h_speed(_params :MovementParameters) -> Vector2:
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var base_speed :float = _params.base_move_speed.x
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## if a speed difference applies
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if _params.move_speed_modifier.x != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.x
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return(Vector2(base_speed, speed_differance))
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return Vector2(base_speed,base_speed)
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# var base_speed :float = _params.base_move_speed.x
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# ## if a speed difference applies
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# if _params.move_speed_modifier.x != 0:
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# var speed_differance = base_speed + _params.move_speed_modifier.x
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#
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# return(Vector2(base_speed, speed_differance))
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# return Vector2(base_speed,base_speed)
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return Vector2(0,0)
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func resolve_v_speed(_params :MovementParameters) -> Vector2:
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var base_speed :float = _params.base_move_speed.y
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## if a speed difference applies
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if _params.move_speed_modifier.y != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.y
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return(Vector2(base_speed, speed_differance))
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return Vector2(base_speed,base_speed)
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# var base_speed :float = _params.base_move_speed.y
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# ## if a speed difference applies
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# if _params.move_speed_modifier.y != 0:
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# var speed_differance = base_speed + _params.move_speed_modifier.y
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#
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# return(Vector2(base_speed, speed_differance))
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# return Vector2(base_speed,base_speed)
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return Vector2(0,0)
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func resolve_h_acceleration(_params :MovementParameters, _move_direction :float) -> float:
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## TODO: Adjust for jerk, determine if we're currently experiencing accel
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## if a speed difference applies
|
||||
var _acceleration :float = 0.0
|
||||
var base_speed :float = _params.base_move_speed.x
|
||||
if _params.move_speed_modifier.x != 0:
|
||||
var speed_differance = base_speed + _params.move_speed_modifier.x
|
||||
_acceleration = _params.base_move_acceleration.x + _params.move_speed_modifier_acceleration.x
|
||||
##WIP: Add part where offset acceleration only applies until the inertia equals the offset or whatever
|
||||
# if sign(_params["_base_h_move_modifier_move_acceleration"]) == -1 and abs(_inertia.x) >= speed_differance:
|
||||
# #print("I should add the modifier acceleration maybe?")
|
||||
# _acceleration += _params["_base_h_move_modifier_move_acceleration"]
|
||||
# else:
|
||||
# print ("not yet.")
|
||||
else:
|
||||
_acceleration = _params.base_move_acceleration.x
|
||||
|
||||
## This works but I want to try something differant.
|
||||
# if _inertia.x != 0.0 and sign(_inertia.x) != sign(_move_direction):
|
||||
# return _acceleration * -1
|
||||
# elif sign(_move_direction) != 0:
|
||||
# ## If no velocity or it matches just return as is.
|
||||
# return _acceleration
|
||||
|
||||
if sign(_move_direction) != 0:
|
||||
return _acceleration
|
||||
# var _acceleration :float = 0.0
|
||||
# var base_speed :float = _params.base_move_speed.x
|
||||
# if _params.move_speed_modifier.x != 0:
|
||||
# var speed_differance = base_speed + _params.move_speed_modifier.x
|
||||
# _acceleration = _params.base_move_acceleration.x + _params.move_speed_modifier_acceleration.x
|
||||
#
|
||||
# else:
|
||||
# _acceleration = _params.base_move_acceleration.x
|
||||
#
|
||||
# if sign(_move_direction) != 0:
|
||||
# return _acceleration
|
||||
|
||||
# No accel returned unless intended
|
||||
return 0.0
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user