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07f992d729
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c6de01ba1a
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@ -145,11 +145,6 @@ func _on_modifiers_updated(_modifier_type :int, _modifier_action :int, _merged_m
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modifier = _merged_modifier
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enum RANGE_PLACEMENT {
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BEFORE_RANGE = -1,
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WITHIN_RANGE = 0,
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PAST_RANGE = 1
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}
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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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@ -231,13 +226,9 @@ func new_move_actor_as_desired(_delta :float,
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h_speed *= move_direction.x
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v_speed *= move_direction.y
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## Now determine placement of current velocity to speed range
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var h_range_placement = placement_to_speed_range(calc_velocity.x, h_speed)
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var v_range_placement = placement_to_speed_range(calc_velocity.y, v_speed)
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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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if (h_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and
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if (is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) == false and
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impulse_applied == true ):
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print("resetting impulse")
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impulse_applied = false
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@ -262,36 +253,56 @@ func new_move_actor_as_desired(_delta :float,
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# #calc_friction.x = calc_acceleration.x * -1
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# calc_friction.x = abs(calc_acceleration.x)
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# calc_acceleration.x = 0.0
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#h_speed != debug_speed_tracker
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## We are always moving from h_speed.x towards y at a given rate
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## if we have a difference of speed and an acceleration
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##TODO: The Min Max could be augmented to just be h_speed.x and prevent the sliding.
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if h_speed.x != h_speed.y and calc_acceleration.x != 0.0:
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var direction_accel :float = calc_acceleration.x * _delta #* move_direction.x
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if h_speed.x > h_speed.y:
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direction_accel *= -1
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match h_range_placement:
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RANGE_PLACEMENT.BEFORE_RANGE:
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## Also apply impulse here
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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 (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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h_speed.x = clamp(h_speed.x, 0.0, h_speed.y)
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else:
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h_speed.y = clamp(h_speed.y, 0.0, h_speed.x)
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##TODO: Find a better way to apply impulse on target velocity changes.
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## Determine whether we should apply impulse
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## If there is currently no inertia apply the base h_speed
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## If the direction of our inertia is different to our intended speed direction
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# and the inertia is not already in range of the movement speed, apply impulse.
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# range part is working but we need to also apply it when we have zero
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# velocity, hopefully we're at full stop at this point
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##
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if sign(calc_inertia.x) != sign(h_speed.x):
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## Only if inertia is not already in range.
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# if calc_inertia.x <= h_speed.x or calc_inertia.x >= h_speed.y:
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if is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) or h_speed != debug_speed_tracker:
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## ? But we only want to do this once though.
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if impulse_applied == false:
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calc_inertia.x += h_speed.x
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impulse_applied = true
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impulse_applied_dir = move_direction.x
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calc_inertia.x = clamp(calc_inertia.x + direction_accel,
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min(calc_inertia.x, h_speed.y),
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max(calc_inertia.x, h_speed.y))
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RANGE_PLACEMENT.WITHIN_RANGE:
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if impulse_applied == false and calc_inertia.x == 0.0:
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calc_inertia.x += h_speed.x
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impulse_applied = true
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impulse_applied_dir = move_direction.x
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calc_inertia.x = clamp(calc_inertia.x + direction_accel,
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min(h_speed.x, h_speed.y),
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max(h_speed.x, h_speed.y))
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RANGE_PLACEMENT.PAST_RANGE:
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calc_inertia.x = clamp(calc_inertia.x - direction_accel, # Friction
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min(calc_inertia.x, h_speed.y),
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max(calc_inertia.x, h_speed.y))
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print(impulse_applied_dir, " Movement Impulse applied: ", h_speed.x)
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debug_speed_tracker = h_speed
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# elif calc_inertia.x != 0.0:
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# ##WIP: attempts to apply start speed only once
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# if h_speed.x < h_speed.y:
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# if calc_inertia.x < h_speed.x and sign(move_direction.x) == calc_inertial_dir.x:
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# calc_inertia.x = h_speed.x
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# elif h_speed.x > h_speed.y:
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# if calc_inertia.x > h_speed.x and sign(move_direction.x) == calc_inertial_dir.x:
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# calc_inertia.x = h_speed.x
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if modifier and modifier.is_active:
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var foo = 2+2 # breakpoint check
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## Apply acceleration
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
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## Apply friction
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#calc_inertia.x = move_toward(calc_inertia.x, 0, abs(calc_friction.x * _delta))
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elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement
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@ -352,13 +363,12 @@ 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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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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"\nSpeedRange : {0}, {1}".format({"0":"%5.2f" % h_range_placement, "1":"%5.2f" % v_range_placement}) +
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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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"\nAccelCalc : {0}, {1}".format({"0":"%5.2f" % calc_acceleration.x, "1":"%5.2f" % calc_acceleration.y}) +
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# h_range_placement
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#"\nLength: " + str(velocity.length()) +
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"\nMoveDir: {0}, {1}".format({"0":"%4.1f" % move_direction.x, "1":"%4.1f" % move_direction.y})
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)
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@ -370,33 +380,6 @@ func is_out_of_range(value: float, a: float, b: float) -> bool:
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var upper = max(a, b)
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return value <= lower or value >= upper
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## Determine the trend of direction and where our current speed is
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# in relation to it. This should help determine the direction of
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# acceleration and whether we speed up or slow down.
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##
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func placement_to_speed_range(speed: float, speed_range: Vector2) -> int:
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## Actually we don't care about mix or min
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#var range_start :float = min(speed_range.x, speed_range.y)
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#var range_end :float = max(speed_range.x, speed_range.y)
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## We can be at the base range to ensure impulse can happen
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## Direction <-- that way
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if speed_range.x > speed_range.y:
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if speed < speed_range.x and speed >= speed_range.y:
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return RANGE_PLACEMENT.WITHIN_RANGE
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elif speed < speed_range.y:
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return RANGE_PLACEMENT.PAST_RANGE
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else:
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return RANGE_PLACEMENT.BEFORE_RANGE
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else: ## Direction --> that way
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if speed > speed_range.x and speed <= speed_range.y:
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return RANGE_PLACEMENT.WITHIN_RANGE
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elif speed > speed_range.y:
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return RANGE_PLACEMENT.PAST_RANGE
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else:
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return RANGE_PLACEMENT.BEFORE_RANGE
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return 0
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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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func apply_movement_to_parent( _velocity :Vector2) -> void:
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