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