Busted impulse.
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@ -10,8 +10,8 @@ extends State
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const RELATIVE_DIRECTION = 0
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# Movement Speed in Pixels Per Second
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export(Vector2) var speed_start
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export(Vector2) var speed_end = Vector2(0,1000)
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export(Vector2) var speed_start = Vector2(0,0)
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export(Vector2) var speed_end = Vector2(0,1000) ## Terminal velocity
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export(Vector2) var min_acceleration = Vector2(0,0)
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export(Vector2) var acceleration = Vector2(0,280)
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export(Vector2) var max_acceleration = Vector2(0,0)
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@ -9,10 +9,10 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "fall"
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speed_start = Vector2( 90, 1.36422e-12 )
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speed_end = Vector2( 90, 1000 )
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speed_start = Vector2( 60, 1.36422e-12 )
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speed_end = Vector2( 60, 1000 )
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min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 0, 280 )
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acceleration = Vector2( 1.36422e-12, 480 )
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max_acceleration = Vector2( 0, 0 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 90.0
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@ -9,7 +9,7 @@ script = ExtResource( 1 )
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debug_state = false
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timeout_seconds = 0.0
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name = "idle"
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speed_start = Vector2( 0, 0 )
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speed_start = Vector2( 1.36422e-12, 1.36422e-12 )
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speed_end = Vector2( 0, 1000 )
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min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 0, 280 )
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@ -12,7 +12,7 @@ name = "jump"
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speed_start = Vector2( 90, 200 )
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speed_end = Vector2( 90, -8 )
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min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 0, 280 )
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acceleration = Vector2( 1.36422e-12, 320 )
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max_acceleration = Vector2( 0, 0 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 90.0
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@ -12,7 +12,7 @@ name = "move"
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speed_start = Vector2( 10, 1.36422e-12 )
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speed_end = Vector2( 90, 1000 )
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min_acceleration = Vector2( 0, 0 )
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acceleration = Vector2( 70, 280 )
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acceleration = Vector2( 1000, 280 )
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max_acceleration = Vector2( 0, 0 )
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jerk_factor = Vector2( 1, 1 )
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horizontal_speed = 10.0
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@ -283,10 +283,10 @@ func resolve_inertia(range_placement :int,
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elif inertia != 0.0 and delta_acceleration != 0.0: ## We still have inertia but no difference in movement
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var clamped_speed = speed_range.x
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if speed_range.x < speed_range.y:
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clamped_speed.x = clamp(speed_range.x,0.0,speed_range.y)
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clamped_speed = clamp(speed_range.x,0.0,speed_range.y)
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## Move back towards the base speed
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inertia = move_toward(inertia, clamped_speed.x, delta_acceleration)
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inertia = move_toward(inertia, clamped_speed, delta_acceleration)
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else:
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## inertia is just base speed
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