diff --git a/lib/classes/movement_parameters.gd b/lib/classes/movement_parameters.gd index 2aba68c..38aae6a 100644 --- a/lib/classes/movement_parameters.gd +++ b/lib/classes/movement_parameters.gd @@ -42,6 +42,8 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction ##TODO: Um, modifiers are a little weirder for this move_speed_modifier.x += _modifier.horizontal_speed_offset move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration + move_speed_modifier.y += _modifier.vertical_speed_offset + move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration _: base_move_speed.x += _modifier.horizontal_speed base_move_acceleration.x += _modifier.horizontal_acceleration diff --git a/lib/classes/movement_state_receiver.gd b/lib/classes/movement_state_receiver.gd index 0a8b272..6de7889 100644 --- a/lib/classes/movement_state_receiver.gd +++ b/lib/classes/movement_state_receiver.gd @@ -191,9 +191,9 @@ func new_move_actor_as_desired(_delta :float, ## If an override has been passed (we're ignoring input direction var move_direction = Vector2.ZERO if _movement_override_normal != Vector2.ZERO: - move_direction = resolve_move_direction(calc_inertial_dir, _movement_override_normal) + move_direction = resolve_move_direction(calc_inertia, _movement_override_normal) else: - move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector) + move_direction = resolve_move_direction(calc_inertia, desired_movement_vector) ##WIP: the impulse logic just doesn't work still, below is another attempt # if impulse_applied_dir != move_direction.x and sign(calc_velocity.x) != impulse_applied_dir: @@ -221,8 +221,10 @@ func new_move_actor_as_desired(_delta :float, # We move towards h_speed.y at the acceleration rate ## var h_speed = resolve_h_speed(movement_parameters) + var v_speed = resolve_v_speed(movement_parameters) ## Speed will now be expected to move in the direction of travel h_speed *= move_direction.x + v_speed *= move_direction.y ## Reset the impulse when back in range # may also want to reset when hspeed is static @@ -259,7 +261,7 @@ func new_move_actor_as_desired(_delta :float, ## Start speed really shouldn't be less than zero (modifiers can do this) ## If we have mismatched signs we'll get really bad behavior - if h_speed.x != 0 and sign(h_speed.y) != sign(h_speed.x): + if (h_speed.x != 0 and h_speed.y != 0 ) and sign(h_speed.y) != sign(h_speed.x): if h_speed.x < h_speed.y: h_speed.x = clamp(h_speed.x, 0.0, h_speed.y) else: @@ -325,9 +327,22 @@ func new_move_actor_as_desired(_delta :float, ## Another idea, just return the calculated velocity in PPS ## For now, y component of velocity is just gravity - #calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y + if v_speed.x != v_speed.y: ## For now gravity is just the default acceleration + if (v_speed.x != 0 and v_speed.y != 0) and sign(v_speed.y) != sign(v_speed.x): + if v_speed.x < v_speed.y: + v_speed.x = clamp(v_speed.x, 0.0, v_speed.y) + else: + v_speed.y = clamp(v_speed.y, 0.0, v_speed.x) + #print (is_out_of_range(calc_inertia.y, v_speed.x - sign(v_speed.x), v_speed.y - sign(v_speed.y))) + if is_out_of_range(calc_inertia.y, v_speed.x , v_speed.y): + ## ? But we only want to do this once though. + calc_inertia.y += v_speed.x + ## Apply acceleration + calc_inertia.y = move_toward(calc_inertia.y, v_speed.y, movement_parameters.gravity * _delta) + else: + ## The previous vertical movement methods + calc_inertia.y += movement_parameters.gravity * _delta - calc_inertia.y += movement_parameters.gravity * _delta calc_velocity.y = calc_inertia.y ## calc x component of felicty @@ -347,6 +362,7 @@ func new_move_actor_as_desired(_delta :float, UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') + modifier_indicator + "H_Speed Fm:{0} To:{1}".format({"0":"%5.2f" % h_speed.x, "1":"%5.2f" % h_speed.y}) + + "\nV_Speed Fm:{0} To:{1}".format({"0":"%5.2f" % v_speed.x, "1":"%5.2f" % v_speed.y}) + "\nVelocity_Calc: {0}, {1}".format({"0":"%5.2f" % calc_velocity.x, "1":"%5.2f" % calc_velocity.y}) + "\nInertia_Calc: {0}, {1}".format({"0":"%5.2f" % calc_inertia.x, "1":"%5.2f" % calc_inertia.y}) + "\nVelocity_Real: {0}, {1}".format({"0":"%5.2f" % velocity.x, "1":"%5.2f" % velocity.y}) + @@ -362,7 +378,7 @@ func new_move_actor_as_desired(_delta :float, func is_out_of_range(value: float, a: float, b: float) -> bool: var lower = min(a, b) var upper = max(a, b) - return value < lower or value > upper + return value <= lower or value >= upper ## Passed in acceleration, vel, etc is applied to whatever ## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted @@ -385,6 +401,15 @@ func resolve_h_speed(_params :MovementParameters) -> Vector2: return(Vector2(base_speed, speed_differance)) return Vector2(base_speed,base_speed) +func resolve_v_speed(_params :MovementParameters) -> Vector2: + var base_speed :float = _params.base_move_speed.y + ## if a speed difference applies + if _params.move_speed_modifier.y != 0: + var speed_differance = base_speed + _params.move_speed_modifier.y + + return(Vector2(base_speed, speed_differance)) + return Vector2(base_speed,base_speed) + func resolve_h_acceleration(_params :MovementParameters, _move_direction :float) -> float: ## TODO: Adjust for jerk, determine if we're currently experiencing accel ## if a speed difference applies @@ -423,7 +448,13 @@ func resolve_move_direction(_momentum :Vector2, elif sign(_momentum.x): ## We still have momentum but not trying to move horizontal_movement_direction = sign(_momentum.x) - return Vector2(horizontal_movement_direction,0) + var vertical_movement_direction:float + if sign(_movement_direction.y): + vertical_movement_direction = sign(_movement_direction.y) + elif sign(_momentum.y): + vertical_movement_direction = sign(_momentum.y) + + return Vector2(horizontal_movement_direction, vertical_movement_direction) ## About to DEPR this one for redesigned one above diff --git a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd index 4bd7253..76d37f4 100644 --- a/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd +++ b/src/actors/players/playerE/PlayerE-Movement_StateReceiver.gd @@ -42,6 +42,7 @@ func wants_jump() -> bool: ##Bugfix: Both players jump. #desired_movement_vector.y = UP _wants_jump = true + desired_movement_vector.y = UP return true else: _wants_jump = false @@ -308,6 +309,7 @@ func _state_process_physics_jump(): # request_state_change.call_func('idle') if velocity.y > 0: request_state_change.call_func('fall') + desired_movement_vector.y = UP #move_actor_as_desired() apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state )) @@ -447,9 +449,9 @@ func _state_process_physics_crouch_move(): #func _on_state_entered_idle(): # print("Movement State Idle State Entered!") -func _on_state_entered_jump(): - ##TODO: Make this a state export variable - # I used to call it 'jump_force' like an idiot. - velocity.y = -200 +##WIP: Make this a state export variable +#func _on_state_entered_jump(): +# # I used to call it 'jump_force' like an idiot. +# velocity.y = -200 diff --git a/src/actors/players/playerE/states/jump.tres b/src/actors/players/playerE/states/jump.tres index c2d21d7..409b2d9 100644 --- a/src/actors/players/playerE/states/jump.tres +++ b/src/actors/players/playerE/states/jump.tres @@ -14,9 +14,9 @@ horizontal_acceleration = 0.0 horizontal_speed_offset = 0.0 horizontal_speed_offset_acceleration = 0.0 jerk_factor = 1.0 -vertical_speed = 0.0 +vertical_speed = 200.0 vertical_acceleration = 0.0 -vertical_speed_offset = 200.0 +vertical_speed_offset = -200.0 vertical_speed_offset_acceleration = 0.0 preserve_inertia = true is_grounded = false diff --git a/src/actors/players/playerE/states/move.tres b/src/actors/players/playerE/states/move.tres index d1fac36..da5c358 100644 --- a/src/actors/players/playerE/states/move.tres +++ b/src/actors/players/playerE/states/move.tres @@ -14,4 +14,10 @@ horizontal_acceleration = 70.0 horizontal_speed_offset = 80.0 horizontal_speed_offset_acceleration = 0.0 jerk_factor = 0.0 +vertical_speed = 0.0 +vertical_acceleration = 0.0 +vertical_speed_offset = 0.0 +vertical_speed_offset_acceleration = 0.0 +preserve_inertia = true +is_grounded = true animation_sequence = [ "run" ]