diff --git a/lib/classes/movement_state_receiver.gd b/lib/classes/movement_state_receiver.gd index dc7e2ae..7d74eb3 100644 --- a/lib/classes/movement_state_receiver.gd +++ b/lib/classes/movement_state_receiver.gd @@ -294,6 +294,7 @@ func resolve_h_speed(_params :Dictionary) -> Vector2: if _params["_base_h_move_speed_modifier"] != 0: var speed_differance = base_speed + _params["_base_h_move_speed_modifier"] + #return(Vector2(base_speed, speed_differance)) ## We start at a slower base speed and move upward if speed_differance > base_speed: return(Vector2(base_speed, speed_differance)) @@ -334,9 +335,6 @@ func resolve_move_direction(_momentum :Vector2, return Vector2(horizontal_movement_direction,0) -func adjust_base_movement(): - pass - ## About to DEPR this one for redesigned one above func move_actor_as_desired( x_move_direction_override: float = 0): var delta:float = physics_delta diff --git a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd index 5845538..72ea6c0 100644 --- a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd @@ -218,7 +218,8 @@ func _state_process_physics_roll(): # Force role in facing direction # instead of movement direction - move_actor_as_desired(parent.transform.x.x) + #move_actor_as_desired(parent.transform.x.x) + apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state, parent.transform.x )) if !parent.is_on_floor(): #return fall_state diff --git a/src/actors/players/playerE/states/roll.tres b/src/actors/players/playerE/states/roll.tres index 2b1bdcf..a3e3d9a 100644 --- a/src/actors/players/playerE/states/roll.tres +++ b/src/actors/players/playerE/states/roll.tres @@ -11,7 +11,7 @@ timeout_seconds = 0.0 name = "roll" horizontal_speed = 10.0 horizontal_acceleration = 1.36422e-12 -horizontal_speed_offset = 150.0 -horizontal_speed_offset_acceleration = -150.0 +horizontal_speed_offset = 140.0 +horizontal_speed_offset_acceleration = 150.0 jerk_factor = 0.0 animation_sequence = [ "roll" ]