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@ -145,11 +145,6 @@ func _on_modifiers_updated(_modifier_type :int, _modifier_action :int, _merged_m
modifier = _merged_modifier
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
@ -231,13 +226,9 @@ func new_move_actor_as_desired(_delta :float,
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)
## 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
if (is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) == false and
impulse_applied == true ):
print("resetting impulse")
impulse_applied = false
@ -262,36 +253,56 @@ func new_move_actor_as_desired(_delta :float,
# #calc_friction.x = calc_acceleration.x * -1
# calc_friction.x = abs(calc_acceleration.x)
# calc_acceleration.x = 0.0
#h_speed != debug_speed_tracker
## 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
## Start speed really shouldn't be less than zero (modifiers can do this)
## If we have mismatched signs we'll get really bad behavior
if (h_speed.x != 0 and h_speed.y != 0 ) and sign(h_speed.y) != sign(h_speed.x):
if h_speed.x < h_speed.y:
h_speed.x = clamp(h_speed.x, 0.0, h_speed.y)
else:
h_speed.y = clamp(h_speed.y, 0.0, h_speed.x)
##TODO: Find a better way to apply impulse on target velocity changes.
## Determine whether we should apply impulse
## If there is currently no inertia apply the base h_speed
## If the direction of our inertia is different to our intended speed direction
# and the inertia is not already in range of the movement speed, apply impulse.
# range part is working but we need to also apply it when we have zero
# velocity, hopefully we're at full stop at this point
##
if sign(calc_inertia.x) != sign(h_speed.x):
## Only if inertia is not already in range.
# if calc_inertia.x <= h_speed.x or calc_inertia.x >= h_speed.y:
if is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) or h_speed != debug_speed_tracker:
## ? But we only want to do this once though.
if impulse_applied == false:
calc_inertia.x += h_speed.x
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 impulse_applied == false and calc_inertia.x == 0.0:
calc_inertia.x += h_speed.x
impulse_applied = true
impulse_applied_dir = move_direction.x
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))
print(impulse_applied_dir, " Movement Impulse applied: ", h_speed.x)
debug_speed_tracker = h_speed
# elif calc_inertia.x != 0.0:
# ##WIP: attempts to apply start speed only once
# if h_speed.x < h_speed.y:
# if calc_inertia.x < h_speed.x and sign(move_direction.x) == calc_inertial_dir.x:
# calc_inertia.x = h_speed.x
# elif h_speed.x > h_speed.y:
# if calc_inertia.x > h_speed.x and sign(move_direction.x) == calc_inertial_dir.x:
# calc_inertia.x = h_speed.x
if modifier and modifier.is_active:
var foo = 2+2 # breakpoint check
## Apply acceleration
calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
## Apply friction
#calc_inertia.x = move_toward(calc_inertia.x, 0, abs(calc_friction.x * _delta))
elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement
@ -352,13 +363,12 @@ func new_move_actor_as_desired(_delta :float,
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})
)
@ -370,33 +380,6 @@ func is_out_of_range(value: float, a: float, b: float) -> bool:
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
## Passed in acceleration, vel, etc is applied to whatever
## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted
func apply_movement_to_parent( _velocity :Vector2) -> void: