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dceb0ad3e8
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@ -137,12 +137,14 @@ func _on_state_change(old_state_name:String, new_state :State):
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#current_state = new_state
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## Side effects for these variables
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# velocity - doesn't change but uses it to set base calculations
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# velocity
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# momentum
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# acceleration
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# accepts the state to determine movement, the deltatime, and an optional direction
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# Update: Actually should just return movement in PPS
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##
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#var calc_inertia = velocity.abs()
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#var calc_inertial_dir :Vector2
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var calc_inertia = velocity.abs()
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var calc_inertial_dir :Vector2
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var debug_speed_tracker :Vector2
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func new_move_actor_as_desired(_delta :float,
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_state :StateAnimatedActor,
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@ -158,12 +160,9 @@ func new_move_actor_as_desired(_delta :float,
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}
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var calc_velocity = Vector2.ZERO
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var calc_acceleration = Vector2.ZERO
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var calc_inertia :Vector2
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calc_inertia.x = abs(velocity.x)
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##TODO: Only implemented horizontal so far.
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calc_inertia.y = velocity.y
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var calc_inertial_dir = Vector2(sign(velocity.x),sign(velocity.y))
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var calc_friction :Vector2 = Vector2.ZERO
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#var calc_inertia = Vector2.ZERO
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#var calc_inertia = inertia
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## Inertia only applies if there is a difference between the
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# base move speed and a derived move speed. This makes it so all you
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@ -183,34 +182,18 @@ func new_move_actor_as_desired(_delta :float,
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calc_acceleration.x = resolve_h_acceleration(movement_params, h_speed, move_direction.x)
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## Direction of inertia not equal to move direction
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if calc_inertial_dir.x:
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if calc_inertial_dir.x != sign(move_direction.x):
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## flip the direction of acceleration
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calc_acceleration.x *= -1
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## if we have a difference of speed
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if h_speed.x != h_speed.y:
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debug_speed_tracker = h_speed
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## Clamp inertia to in between speed.
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# Problem is that we can suddenly gain or lose inertia.
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##
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calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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h_speed.x , h_speed.y)
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## Disable this for now hopefully inertial acceleration flip removes this
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## Update: it mostly did. Going to keep this here for a while though.
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# The above problem may need a few different scenarios when there is already
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# applied inertia.
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# if calc_inertia.x == 0.0:
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# #calc_inertia.x = lerp( h_speed.x , h_speed.y, calc_acceleration.x * _delta)
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# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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# h_speed.x , h_speed.y)
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# else:
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# #calc_inertia.x = lerp( calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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# calc_inertia.x, h_speed.y)
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elif calc_inertia.x != 0.0: ## We still have inertia but no difference in movement
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if calc_inertia.x == 0.0:
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#calc_inertia.x = lerp( h_speed.x , h_speed.y, calc_acceleration.x * _delta)
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calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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h_speed.x , h_speed.y)
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else:
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#calc_inertia.x = lerp( calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
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calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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calc_inertia.x, h_speed.y)
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elif calc_inertia.x != 0.0: ## We still have inertia
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if calc_acceleration.x != 0.0: # We are applying acceleration
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if calc_inertia.x > h_speed.x:
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calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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@ -221,56 +204,45 @@ func new_move_actor_as_desired(_delta :float,
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else: ## No longer applying acceleration
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## Neutralize the inertia? but how?
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## Recalc the acceleration with inertia
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#var friction :Vector2
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calc_friction.x = resolve_h_acceleration(movement_params,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
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if calc_friction.x != 0.0: ## No dapening acceleration applies
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var friction :Vector2
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friction.x = resolve_h_acceleration(movement_params,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
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if friction.x != 0.0: ## No dapening acceleration applies
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if calc_inertia.x > h_speed.x: ## Inertia is higher than the base speed (slow it down)
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calc_inertia.x = clamp( calc_inertia.x + ( calc_friction.x * _delta),
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calc_inertia.x = clamp( calc_inertia.x + ( friction.x * _delta),
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h_speed.x, calc_inertia.x)
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else: ## Inertia lower than base speed (we need to catch up)
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calc_inertia.x = clamp( calc_inertia.x + ( calc_friction.x * _delta),
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calc_inertia.x = clamp( calc_inertia.x + ( friction.x * _delta),
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calc_inertia.x, h_speed.x)
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else:
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## no residual acceleration (friction) applies, kill the momentum
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calc_inertia.x = 0.0
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calc_inertial_dir.x = 0.0
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# if (h_speed != debug_speed_tracker):
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# print("Inertia SpeedShift: ", debug_speed_tracker, h_speed, (0.0 == -0.0))
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# debug_speed_tracker = h_speed
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if (h_speed != debug_speed_tracker):
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print("Inertia SpeedShift: ", debug_speed_tracker, h_speed, (0.0 == -0.0))
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debug_speed_tracker = h_speed
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else:
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## inertia is just base speed
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calc_inertia.x = h_speed.x
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calc_inertial_dir.x = 0.0
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acceleration = Vector2.ZERO
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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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#calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
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calc_inertia.y += movement_params["_gravity"] * _delta
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calc_velocity.y = calc_inertia.y
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calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
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## calc x component of felicty
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## Can't do it this way when we have initia
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#calc_velocity.x = calc_inertia.x * move_direction.x
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## Control, direction can only be controlled when overcome inertia direction.
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if calc_inertial_dir.x != 0:
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calc_velocity.x = calc_inertia.x * calc_inertial_dir.x
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else:
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calc_velocity.x = calc_inertia.x * move_direction.x
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## Attempting to move this to the top
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#calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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"H_Speed: {0}, {1}".format({"0":"%5.2f" % h_speed.x, "1":"%5.2f" % h_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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"\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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"\nFriction: {0}, {1}".format({"0":"%5.2f" % calc_friction.x, "1":"%5.2f" % calc_friction.y}) +
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"\nAccel: {0}, {1}".format({"0":"%5.2f" % acceleration.x, "1":"%5.2f" % acceleration.y}) +
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"\nAccelCalc : {0}, {1}".format({"0":"%5.2f" % calc_acceleration.x, "1":"%5.2f" % calc_acceleration.y}) +
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#"\nLength: " + str(velocity.length()) +
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@ -307,20 +279,19 @@ func resolve_h_speed(_params :Dictionary) -> Vector2:
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func resolve_h_acceleration(_params :Dictionary, _speed :Vector2, _move_direction :float) -> float:
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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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var _acceleration :float = 0.0
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var _acceleration :float = 0.0
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if _params["_base_h_move_speed_modifier"] != 0:
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_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
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else:
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_acceleration = _params["_base_h_move_acceleration"]
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#_acceleration *= sign(_move_direction)
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## Well this didn't work
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#_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
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if _speed.x < _speed.y:
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return _acceleration
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return _acceleration
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elif _speed.x > _speed.y:
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return _acceleration * -1
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return _acceleration * -1
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return 0.0
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func resolve_move_direction(_momentum :Vector2,
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@ -431,27 +402,28 @@ func move_actor_as_desired( x_move_direction_override: float = 0):
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acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# If we're no longer tryingg to move int the direction of our movement and momentum.
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if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0):
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if sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0:
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if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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# Maybe we can compare the direction of the acceleration
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# The direction of the acceleration should usually be positive at this point.
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# when the modifier is negative.
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if sign(move_direction) == sign(current_x_velocity):
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if sign(acceleration.x) == sign(momentum.x):
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acceleration.x *= -1
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# print("Whoh Woah")
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print("Whoh Woah")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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if (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == -1):
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print_debug("be more opposite")
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elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
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print('why')
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if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0):
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#print("Step it up!")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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print("be more opposite")
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# if sign(_move_speed_modifier) == 1: # increased speed modifier
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# print("faster faster.")
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elif sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0:
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if sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0:
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print("Step it up!")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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# Apply momentum and acceleration if a modifer exists
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if momentum.x <= 0 and _move_speed_modifier !=0:
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@ -319,14 +319,9 @@ func _state_process_physics_move():
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if !parent.is_on_floor():
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request_state_change.call_func('fall')
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## First version
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#move_actor_as_desired()
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## Second One
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#var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state )
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#apply_movement_to_parent(_v)
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apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
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var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state )
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apply_movement_to_parent(_v)
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func get_climb_shape_location() -> Vector2:
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if $"%LadderDetector".is_colliding():
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@ -10,7 +10,7 @@ debug_state = false
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timeout_seconds = 0.0
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name = "idle"
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horizontal_speed = 1.36422e-12
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horizontal_acceleration = 0.0
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horizontal_acceleration = 2.0
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horizontal_speed_offset = 0.0
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horizontal_speed_offset_acceleration = 0.0
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jerk_factor = 0.0
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