Movement routines now it is own class. I can use them outside of states
This commit is contained in:
parent
106f11de76
commit
d1d33f3087
|
|
@ -21,8 +21,8 @@ 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 foo_velocity = preload("res://src/classes/velocity_calculations.gd").new()
|
||||
#var velocity = Vector2(0,0)
|
||||
var velocity :VelocityCalculations = VelocityCalculations.new()
|
||||
|
||||
#Removing Probably not used
|
||||
#var sim_velocity = Vector2(0,0)
|
||||
|
|
@ -40,7 +40,7 @@ const LEFT = -1.0
|
|||
const RIGHT = 1.0
|
||||
|
||||
func _ready():
|
||||
foo_velocity.debug = true
|
||||
#velocity.debug = true
|
||||
|
||||
## FuncRef to request state machine change state
|
||||
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
|
||||
|
|
@ -159,303 +159,5 @@ func apply_movement_to_parent( _velocity :Vector2) -> void:
|
|||
if _velocity.y < -8:
|
||||
snap = Vector2.ZERO
|
||||
if parent is KinematicBody2D:
|
||||
foo_velocity.velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true)
|
||||
|
||||
enum RANGE_PLACEMENT {
|
||||
BEFORE_RANGE = -1,
|
||||
WITHIN_RANGE = 0,
|
||||
PAST_RANGE = 1
|
||||
}
|
||||
|
||||
## Side effects for these variables
|
||||
# velocity - doesn't change but uses it to set base calculations
|
||||
# accepts the state to determine movement, the deltatime, and an optional direction
|
||||
# Update: Actually should just return movement in PPS
|
||||
##
|
||||
|
||||
## Could these be datatypes or a class? Sure
|
||||
var _h_impulse_applied :bool = false
|
||||
var _h_impulse_speed_tracking :Vector2
|
||||
var _v_impulse_applied :bool = false
|
||||
var _v_impulse_speed_tracking :Vector2
|
||||
|
||||
func new_move_actor_as_desired(_delta :float,
|
||||
_state :StateAnimatedActor,
|
||||
_movement_override_normal := Vector2(0,0),
|
||||
_velocity_override := Vector2(0,0)) -> Vector2:
|
||||
|
||||
var calc_velocity = Vector2.ZERO
|
||||
if _velocity_override.x != 0.0:
|
||||
calc_velocity.x = _velocity_override.x
|
||||
else:
|
||||
calc_velocity.x = velocity.x
|
||||
if _velocity_override.y != 0.0:
|
||||
calc_velocity.y = _velocity_override.y
|
||||
else:
|
||||
calc_velocity.y = velocity.y
|
||||
|
||||
var calc_acceleration = Vector2.ZERO
|
||||
var calc_inertia :Vector2
|
||||
#calc_inertia.x = abs(calc_velocity.x)
|
||||
## We're now toing to preserve inertia direction
|
||||
calc_inertia.x = calc_velocity.x
|
||||
calc_inertia.y = calc_velocity.y
|
||||
|
||||
var calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
|
||||
#var calc_friction :Vector2 = Vector2.ZERO
|
||||
|
||||
## Determine movement direction
|
||||
# If there is an inertia direction from existing velocity and
|
||||
# no desired movement we'll continue to travel in that direction.
|
||||
##
|
||||
## 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_inertia, _movement_override_normal)
|
||||
else:
|
||||
move_direction = resolve_move_direction(calc_inertia, desired_movement_vector)
|
||||
|
||||
var modifier_indicator := ''
|
||||
var movement_parameters :MovementParameters = _state.get_movement_parameters()
|
||||
|
||||
|
||||
## Inertia only applies if there is a difference between the
|
||||
# base move speed and a derived move speed. This makes it so all you
|
||||
# have to do is provide a move speed and that is the speed we will travel.
|
||||
# but if a modifier applies, or an accelleration is given.
|
||||
# an entirely differant process occurs.
|
||||
# h_speed.x can be thought of as impulse speed. While h_speed.y
|
||||
# is the destination speed.
|
||||
# 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
|
||||
|
||||
## Now determine placement of current velocity to speed range
|
||||
var h_range_placement = placement_to_speed_range(calc_velocity.x, h_speed)
|
||||
var v_range_placement = placement_to_speed_range(calc_velocity.y, v_speed)
|
||||
|
||||
## We don't want to be able to scoot our impulse speed to cheat the movement
|
||||
# Any non zero speed that goes opposite to our inertial direction
|
||||
# should only be allowed once.
|
||||
## Reset the impulse when back in range
|
||||
# may also want to reset when hspeed is static
|
||||
if (h_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and
|
||||
_h_impulse_applied == true ):
|
||||
print("resetting H impulse")
|
||||
_h_impulse_applied = false
|
||||
if (v_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and
|
||||
_v_impulse_applied == true ):
|
||||
print("resetting V impulse")
|
||||
_v_impulse_applied = false
|
||||
|
||||
## Acceleration is always postive because we use the
|
||||
# move toward functions.
|
||||
calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x))
|
||||
|
||||
## We are always moving from h_speed.x towards y at a given rate
|
||||
## if we have a difference of speed and an acceleration
|
||||
##TODO: The Min Max could be augmented to just be h_speed.x and prevent the sliding.
|
||||
if h_speed.x != h_speed.y and calc_acceleration.x != 0.0:
|
||||
var direction_accel :float = calc_acceleration.x * _delta #* move_direction.x
|
||||
if h_speed.x > h_speed.y:
|
||||
direction_accel *= -1
|
||||
match h_range_placement:
|
||||
RANGE_PLACEMENT.BEFORE_RANGE:
|
||||
## Also apply impulse here
|
||||
if _h_impulse_applied == false:
|
||||
calc_inertia.x += h_speed.x
|
||||
_h_impulse_applied = true
|
||||
#impulse_applied_dir = move_direction.x
|
||||
calc_inertia.x = clamp(calc_inertia.x + direction_accel,
|
||||
min(calc_inertia.x, h_speed.y),
|
||||
max(calc_inertia.x, h_speed.y))
|
||||
RANGE_PLACEMENT.WITHIN_RANGE:
|
||||
## If we're within the range but our speed has just changed
|
||||
if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed:
|
||||
## Set inertia to starting speed, we're already in range
|
||||
calc_inertia.x = h_speed.x
|
||||
_h_impulse_applied = true
|
||||
calc_inertia.x = clamp(calc_inertia.x + direction_accel,
|
||||
min(h_speed.x, h_speed.y),
|
||||
max(h_speed.x, h_speed.y))
|
||||
RANGE_PLACEMENT.PAST_RANGE:
|
||||
calc_inertia.x = clamp(calc_inertia.x - direction_accel, # Friction
|
||||
min(calc_inertia.x, h_speed.y),
|
||||
max(calc_inertia.x, h_speed.y))
|
||||
|
||||
|
||||
elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement
|
||||
if h_speed.x < h_speed.y:
|
||||
h_speed.x = clamp(h_speed.x,0.0,h_speed.y)
|
||||
|
||||
## Move back towards the base speed
|
||||
calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, calc_acceleration.x * _delta)
|
||||
|
||||
else:
|
||||
## inertia is just base speed
|
||||
calc_inertia.x = h_speed.x
|
||||
calc_inertial_dir.x = 0.0 # sign(calc_inertia.x)
|
||||
|
||||
## Another idea, just return the calculated velocity in PPS
|
||||
## For now, y component of velocity is just gravity
|
||||
if v_speed.x != v_speed.y: ## For now gravity is just the default acceleration
|
||||
var direction_accel :float = movement_parameters.gravity * _delta #* move_direction.x
|
||||
if v_speed.x > v_speed.y:
|
||||
direction_accel *= -1
|
||||
match v_range_placement:
|
||||
RANGE_PLACEMENT.BEFORE_RANGE:
|
||||
## Also apply impulse here
|
||||
if _v_impulse_applied == false:
|
||||
calc_inertia.y += v_speed.x
|
||||
_v_impulse_applied = true
|
||||
#impulse_applied_dir = move_direction.x
|
||||
calc_inertia.y = clamp(calc_inertia.y + direction_accel,
|
||||
min(calc_inertia.x, v_speed.y),
|
||||
max(calc_inertia.x, v_speed.y))
|
||||
RANGE_PLACEMENT.WITHIN_RANGE:
|
||||
## If we're within the range but our speed has just changed
|
||||
if _v_impulse_applied == false and _v_impulse_speed_tracking != v_speed:
|
||||
## Set inertia to starting speed, we're already in range
|
||||
calc_inertia.y = v_speed.x
|
||||
_v_impulse_applied = true
|
||||
calc_inertia.y = clamp(calc_inertia.y + direction_accel,
|
||||
min(v_speed.x, v_speed.y),
|
||||
max(v_speed.x, v_speed.y))
|
||||
RANGE_PLACEMENT.PAST_RANGE:
|
||||
calc_inertia.y = clamp(calc_inertia.y - direction_accel, # Friction
|
||||
min(calc_inertia.y, v_speed.y),
|
||||
max(calc_inertia.y, v_speed.y))
|
||||
|
||||
else:
|
||||
## The previous vertical movement methods
|
||||
calc_inertia.y += movement_parameters.gravity * _delta
|
||||
|
||||
## Track or last speed for in range impulses
|
||||
_h_impulse_speed_tracking = h_speed
|
||||
_v_impulse_speed_tracking = v_speed
|
||||
|
||||
calc_velocity.y = calc_inertia.y
|
||||
calc_velocity.x = calc_inertia.x
|
||||
|
||||
if debug_component:
|
||||
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}) +
|
||||
"\nSpeedRange : {0}, {1}".format({"0":"%5.2f" % h_range_placement, "1":"%5.2f" % v_range_placement}) +
|
||||
"\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}) +
|
||||
#"\nFriction: {0}, {1}".format({"0":"%5.2f" % calc_friction.x, "1":"%5.2f" % calc_friction.y}) +
|
||||
"\nAccelCalc : {0}, {1}".format({"0":"%5.2f" % calc_acceleration.x, "1":"%5.2f" % calc_acceleration.y}) +
|
||||
# h_range_placement
|
||||
#"\nLength: " + str(velocity.length()) +
|
||||
"\nMoveDir: {0}, {1}".format({"0":"%4.1f" % move_direction.x, "1":"%4.1f" % move_direction.y})
|
||||
)
|
||||
|
||||
return calc_velocity
|
||||
|
||||
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
|
||||
|
||||
## Determine the trend of direction and where our current speed is
|
||||
# in relation to it. This should help determine the direction of
|
||||
# acceleration and whether we speed up or slow down.
|
||||
##
|
||||
func placement_to_speed_range(speed: float, speed_range: Vector2) -> int:
|
||||
## Actually we don't care about mix or min
|
||||
#var range_start :float = min(speed_range.x, speed_range.y)
|
||||
#var range_end :float = max(speed_range.x, speed_range.y)
|
||||
|
||||
## We can be at the base range to ensure impulse can happen
|
||||
## Direction <-- that way
|
||||
if speed_range.x > speed_range.y:
|
||||
if speed < speed_range.x and speed >= speed_range.y:
|
||||
return RANGE_PLACEMENT.WITHIN_RANGE
|
||||
elif speed < speed_range.y:
|
||||
return RANGE_PLACEMENT.PAST_RANGE
|
||||
else:
|
||||
return RANGE_PLACEMENT.BEFORE_RANGE
|
||||
else: ## Direction --> that way
|
||||
if speed > speed_range.x and speed <= speed_range.y:
|
||||
return RANGE_PLACEMENT.WITHIN_RANGE
|
||||
elif speed > speed_range.y:
|
||||
return RANGE_PLACEMENT.PAST_RANGE
|
||||
else:
|
||||
return RANGE_PLACEMENT.BEFORE_RANGE
|
||||
return 0
|
||||
|
||||
|
||||
|
||||
|
||||
## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED
|
||||
func resolve_h_speed(_params :MovementParameters) -> Vector2:
|
||||
var base_speed :float = _params.base_move_speed.x
|
||||
## if a speed difference applies
|
||||
if _params.move_speed_modifier.x != 0:
|
||||
var speed_differance = base_speed + _params.move_speed_modifier.x
|
||||
|
||||
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
|
||||
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
|
||||
|
||||
# No accel returned unless intended
|
||||
return 0.0
|
||||
|
||||
func resolve_move_direction(_momentum :Vector2,
|
||||
_movement_direction :Vector2) -> Vector2:
|
||||
var horizontal_movement_direction:float
|
||||
if sign(_movement_direction.x): ## We're trying to move
|
||||
horizontal_movement_direction = sign(_movement_direction.x)
|
||||
elif sign(_momentum.x): ## We still have momentum but not trying to move
|
||||
horizontal_movement_direction = sign(_momentum.x)
|
||||
|
||||
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)
|
||||
|
||||
velocity.velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true)
|
||||
|
||||
|
|
|
|||
|
|
@ -163,6 +163,11 @@ _global_script_classes=[ {
|
|||
"class": "UIComponent",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/ui/HUD.gd"
|
||||
}, {
|
||||
"base": "Reference",
|
||||
"class": "VelocityCalculations",
|
||||
"language": "GDScript",
|
||||
"path": "res://src/classes/velocity_calculations.gd"
|
||||
} ]
|
||||
_global_script_class_icons={
|
||||
"Actor": "",
|
||||
|
|
@ -195,7 +200,8 @@ _global_script_class_icons={
|
|||
"StateModifier": "",
|
||||
"StateModifierAnimatedActor": "",
|
||||
"StateModifierMovement": "",
|
||||
"UIComponent": ""
|
||||
"UIComponent": "",
|
||||
"VelocityCalculations": ""
|
||||
}
|
||||
|
||||
[application]
|
||||
|
|
|
|||
|
|
@ -162,8 +162,12 @@ func _state_process_physics_idle():
|
|||
|
||||
# var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state )
|
||||
# apply_movement_to_parent(_v)
|
||||
var _v = foo_velocity.calculate_velocity( physics_delta , apply_state_modifier(current_state.get_movement_parameters()), desired_movement_vector )
|
||||
apply_movement_to_parent(_v)
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
)
|
||||
|
||||
func attack_primary():
|
||||
##Another thing I wish I could avoid the funcref or string call
|
||||
|
|
@ -222,8 +226,13 @@ func _state_process_physics_roll():
|
|||
# Force role in facing direction
|
||||
# instead of movement direction
|
||||
#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(new_move_actor_as_desired( physics_delta , current_state, parent.transform.x ))
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
parent.transform.x )
|
||||
)
|
||||
if !parent.is_on_floor():
|
||||
#return fall_state
|
||||
request_state_change.call_func('fall')
|
||||
|
|
@ -253,7 +262,12 @@ func _state_process_physics_enter_right():
|
|||
# Force role in facing direction
|
||||
# instead of movement direction
|
||||
#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(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
parent.transform.x )
|
||||
)
|
||||
|
||||
func _state_process_physics_land():
|
||||
$"%LedgeDetector".set_enabled(true)
|
||||
|
|
@ -264,7 +278,12 @@ func _state_process_physics_land():
|
|||
#return fall_state
|
||||
request_state_change.call_func('fall')
|
||||
#move_actor_as_desired()
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
)
|
||||
|
||||
func _state_process_physics_hurt():
|
||||
if current_state.state_timeout.time_left == 0:
|
||||
|
|
@ -280,7 +299,7 @@ func _state_process_physics_hurt():
|
|||
# parent.velocity.x = 1 * move_speed
|
||||
# else:
|
||||
# parent.velocity.x = -1 * move_speed
|
||||
velocity = parent.move_and_slide(velocity, Vector2(0, -1))
|
||||
velocity.velocity = parent.move_and_slide(velocity.velocity, Vector2(0, -1))
|
||||
|
||||
|
||||
func _state_process_physics_fall():
|
||||
|
|
@ -298,7 +317,12 @@ func _state_process_physics_fall():
|
|||
request_state_change.call_func('land')
|
||||
|
||||
#move_actor_as_desired()
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
)
|
||||
|
||||
func _state_process_physics_jump():
|
||||
|
||||
|
|
@ -309,11 +333,16 @@ func _state_process_physics_jump():
|
|||
# #modifier.reference()
|
||||
# #idle_state.modifier = landing_modifier
|
||||
# request_state_change.call_func('idle')
|
||||
if velocity.y > 0:
|
||||
if velocity.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 ))
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
)
|
||||
|
||||
func _state_process_physics_move():
|
||||
# flip sprite in direction
|
||||
|
|
@ -337,7 +366,7 @@ func _state_process_physics_move():
|
|||
|
||||
#apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
|
||||
apply_movement_to_parent(
|
||||
foo_velocity.calculate_velocity(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
|
|
@ -452,7 +481,12 @@ func _state_process_physics_crouch_move():
|
|||
request_state_change.call_func('move')
|
||||
|
||||
#move_actor_as_desired()
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
)
|
||||
|
||||
#func _on_state_entered_idle():
|
||||
# print("Movement State Idle State Entered!")
|
||||
|
|
|
|||
|
|
@ -1,3 +1,4 @@
|
|||
class_name VelocityCalculations
|
||||
|
||||
var velocity :Vector2
|
||||
var debug :bool = false
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user