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d1d33f3087
...
fc29c18552
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@ -22,7 +22,7 @@ var jerk: float = 0.0
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func modify(_movement_parameters :MovementParameters):
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pass
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func apply_state_modifier(_modifier :StateModifierMovement):
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func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction :float):
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match _modifier.modifier_type:
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StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT:
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var adjusted_move_speed = base_move_speed.x + _modifier.horizontal_speed
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@ -14,6 +14,7 @@ export var debug_component: bool = false
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onready var current_state = StateAnimatedActor.new()
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onready var parent: KinematicBody2D = get_parent()
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export var callable_state_machine :NodePath
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var request_state_change: FuncRef
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@ -21,8 +22,10 @@ onready var desired_movement_vector: Vector2 = Vector2(0,0)
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# Since animactor state machine can actually view properties from this type
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# I'm thinking about moving the velocity tracker in here instead of player.
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#var velocity = Vector2(0,0)
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var velocity :VelocityCalculations = VelocityCalculations.new()
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var velocity = Vector2(0,0)
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#var momentum = Vector2(0,0)
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#var inertia = Vector2(0,0)
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#var acceleration = Vector2(0,0)
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#Removing Probably not used
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#var sim_velocity = Vector2(0,0)
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@ -40,8 +43,6 @@ const LEFT = -1.0
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const RIGHT = 1.0
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func _ready():
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#velocity.debug = true
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## FuncRef to request state machine change state
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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## Connect signal to get alerted of state change
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@ -143,13 +144,240 @@ func _on_modifiers_updated(_modifier_type :int, _modifier_action :int, _merged_m
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print("Registered Modifier Movement: ", _merged_modifier.horizontal_speed)
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modifier = _merged_modifier
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func apply_state_modifier(movement_parameters :MovementParameters) -> MovementParameters:
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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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# 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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## Could these be datatypes or a class? Sure
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var _h_impulse_applied :bool = false
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var _h_impulse_speed_tracking :Vector2
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var _v_impulse_applied :bool = false
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var _v_impulse_speed_tracking :Vector2
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func new_move_actor_as_desired(_delta :float,
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_state :StateAnimatedActor,
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_movement_override_normal := Vector2(0,0),
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_velocity_override := Vector2(0,0)) -> Vector2:
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var calc_velocity = Vector2.ZERO
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if _velocity_override.x != 0.0:
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calc_velocity.x = _velocity_override.x
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else:
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calc_velocity.x = velocity.x
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if _velocity_override.y != 0.0:
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calc_velocity.y = _velocity_override.y
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else:
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calc_velocity.y = velocity.y
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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(calc_velocity.x)
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## We're now toing to preserve inertia direction
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calc_inertia.x = calc_velocity.x
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calc_inertia.y = calc_velocity.y
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var calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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#var calc_friction :Vector2 = Vector2.ZERO
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## Determine movement direction
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# If there is an inertia direction from existing velocity and
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# no desired movement we'll continue to travel in that direction.
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##
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## If an override has been passed (we're ignoring input direction
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var move_direction = Vector2.ZERO
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if _movement_override_normal != Vector2.ZERO:
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move_direction = resolve_move_direction(calc_inertia, _movement_override_normal)
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else:
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move_direction = resolve_move_direction(calc_inertia, desired_movement_vector)
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var modifier_indicator := ''
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var movement_parameters :MovementParameters = _state.get_movement_parameters()
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if modifier and modifier.is_active:
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if (current_state.is_grounded and modifier.only_grounded): # Should we skip
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movement_parameters.apply_state_modifier(modifier)
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if (_state.is_grounded and modifier.only_grounded): # Should we skip
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modifier_indicator = '*'
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if _state.name == 'jump':
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var foo = 2+2 # break
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movement_parameters.apply_state_modifier(modifier, move_direction.x)
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return movement_parameters
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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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# have to do is provide a move speed and that is the speed we will travel.
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# but if a modifier applies, or an accelleration is given.
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# an entirely differant process occurs.
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# h_speed.x can be thought of as impulse speed. While h_speed.y
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# is the destination speed.
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# We move towards h_speed.y at the acceleration rate
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##
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var h_speed = resolve_h_speed(movement_parameters)
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var v_speed = resolve_v_speed(movement_parameters)
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## Speed will now be expected to move in the direction of travel
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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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## We don't want to be able to scoot our impulse speed to cheat the movement
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# Any non zero speed that goes opposite to our inertial direction
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# should only be allowed once.
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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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_h_impulse_applied == true ):
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print("resetting H impulse")
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_h_impulse_applied = false
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if (v_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and
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_v_impulse_applied == true ):
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print("resetting V impulse")
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_v_impulse_applied = false
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## Acceleration is always postive because we use the
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# move toward functions.
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calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x))
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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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if _h_impulse_applied == false:
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calc_inertia.x += h_speed.x
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_h_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 we're within the range but our speed has just changed
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if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed:
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## Set inertia to starting speed, we're already in range
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calc_inertia.x = h_speed.x
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_h_impulse_applied = true
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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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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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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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## Move back towards the base speed
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, calc_acceleration.x * _delta)
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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 # sign(calc_inertia.x)
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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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if v_speed.x != v_speed.y: ## For now gravity is just the default acceleration
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var direction_accel :float = movement_parameters.gravity * _delta #* move_direction.x
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if v_speed.x > v_speed.y:
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direction_accel *= -1
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match v_range_placement:
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RANGE_PLACEMENT.BEFORE_RANGE:
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## Also apply impulse here
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if _v_impulse_applied == false:
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calc_inertia.y += v_speed.x
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_v_impulse_applied = true
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#impulse_applied_dir = move_direction.x
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calc_inertia.y = clamp(calc_inertia.y + direction_accel,
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min(calc_inertia.x, v_speed.y),
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max(calc_inertia.x, v_speed.y))
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RANGE_PLACEMENT.WITHIN_RANGE:
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## If we're within the range but our speed has just changed
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if _v_impulse_applied == false and _v_impulse_speed_tracking != v_speed:
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## Set inertia to starting speed, we're already in range
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calc_inertia.y = v_speed.x
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_v_impulse_applied = true
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calc_inertia.y = clamp(calc_inertia.y + direction_accel,
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min(v_speed.x, v_speed.y),
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max(v_speed.x, v_speed.y))
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RANGE_PLACEMENT.PAST_RANGE:
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calc_inertia.y = clamp(calc_inertia.y - direction_accel, # Friction
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min(calc_inertia.y, v_speed.y),
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max(calc_inertia.y, v_speed.y))
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else:
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## The previous vertical movement methods
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calc_inertia.y += movement_parameters.gravity * _delta
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## Track or last speed for in range impulses
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_h_impulse_speed_tracking = h_speed
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_v_impulse_speed_tracking = v_speed
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calc_velocity.y = calc_inertia.y
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calc_velocity.x = calc_inertia.x
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if debug_component:
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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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return calc_velocity
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func is_out_of_range(value: float, a: float, b: float) -> bool:
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var lower = min(a, b)
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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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@ -159,5 +387,264 @@ func apply_movement_to_parent( _velocity :Vector2) -> void:
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if _velocity.y < -8:
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snap = Vector2.ZERO
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if parent is KinematicBody2D:
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velocity.velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true)
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velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true)
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## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED
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func resolve_h_speed(_params :MovementParameters) -> Vector2:
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var base_speed :float = _params.base_move_speed.x
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## if a speed difference applies
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if _params.move_speed_modifier.x != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.x
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return(Vector2(base_speed, speed_differance))
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return Vector2(base_speed,base_speed)
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func resolve_v_speed(_params :MovementParameters) -> Vector2:
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var base_speed :float = _params.base_move_speed.y
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## if a speed difference applies
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if _params.move_speed_modifier.y != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.y
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return(Vector2(base_speed, speed_differance))
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return Vector2(base_speed,base_speed)
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func resolve_h_acceleration(_params :MovementParameters, _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 base_speed :float = _params.base_move_speed.x
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if _params.move_speed_modifier.x != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.x
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_acceleration = _params.base_move_acceleration.x + _params.move_speed_modifier_acceleration.x
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##WIP: Add part where offset acceleration only applies until the inertia equals the offset or whatever
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# if sign(_params["_base_h_move_modifier_move_acceleration"]) == -1 and abs(_inertia.x) >= speed_differance:
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# #print("I should add the modifier acceleration maybe?")
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# _acceleration += _params["_base_h_move_modifier_move_acceleration"]
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# else:
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# print ("not yet.")
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else:
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_acceleration = _params.base_move_acceleration.x
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## This works but I want to try something differant.
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# if _inertia.x != 0.0 and sign(_inertia.x) != sign(_move_direction):
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# return _acceleration * -1
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# elif sign(_move_direction) != 0:
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# ## If no velocity or it matches just return as is.
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# return _acceleration
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if sign(_move_direction) != 0:
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return _acceleration
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# No accel returned unless intended
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return 0.0
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func resolve_move_direction(_momentum :Vector2,
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_movement_direction :Vector2) -> Vector2:
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var horizontal_movement_direction:float
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if sign(_movement_direction.x): ## We're trying to move
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horizontal_movement_direction = sign(_movement_direction.x)
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elif sign(_momentum.x): ## We still have momentum but not trying to move
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horizontal_movement_direction = sign(_momentum.x)
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var vertical_movement_direction:float
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if sign(_movement_direction.y):
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vertical_movement_direction = sign(_movement_direction.y)
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elif sign(_momentum.y):
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vertical_movement_direction = sign(_momentum.y)
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return Vector2(horizontal_movement_direction, vertical_movement_direction)
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## About to DEPR this one for redesigned one above
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#func move_actor_as_desired( x_move_direction_override: float = 0):
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# var delta:float = physics_delta
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# var _move_speed = current_state.horizontal_speed
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# var _move_acceleration = current_state.horizontal_acceleration
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# var _move_speed_modifier = current_state.horizontal_speed_offset
|
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# var _move_modifier_move_acceleration = current_state.horizontal_speed_offset_acceleration
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# var _jerk_factor = current_state.jerk_factor
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# var _gravity = current_state.gravity
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#
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## if current_state.physics_modifier:
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## #physics_modifier.modifier_properties.jerk_factor
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## #print(physics_modifier.name)
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## #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
|
||||
## var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
|
||||
## if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
|
||||
## _move_speed = mod_props.move_speed
|
||||
## _move_speed_modifier += mod_props.move_speed_modifier
|
||||
## _move_acceleration += mod_props.move_acceleration
|
||||
## _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
|
||||
## _jerk_factor += mod_props.jerk_factor
|
||||
#
|
||||
# var help_me_not_be_dumb = ''
|
||||
#
|
||||
# # Allow us to bump out of halt.
|
||||
# if _move_speed == 0 and desired_movement_vector.x != 0:
|
||||
# _move_speed = abs(desired_movement_vector.x)
|
||||
#
|
||||
# # Determine or physics movement direction
|
||||
# var current_x_velocity = velocity.x #move_component.velocity.x
|
||||
# var move_direction = 0.0
|
||||
# # Determine movement direction if we have momentum
|
||||
# if momentum.x != 0:
|
||||
# if x_move_direction_override == 0:
|
||||
# move_direction = sign(current_x_velocity)
|
||||
## if move_component.desired_movement_vector.x != 0:
|
||||
## # set the move direction to the desired direction
|
||||
## move_direction = move_component.desired_movement_vector.x
|
||||
## else:
|
||||
## # Set move direction to the transform direction
|
||||
## move_direction = parent.transform.x.x
|
||||
# else:
|
||||
# move_direction = x_move_direction_override
|
||||
# else: # No current momentum in place
|
||||
# if x_move_direction_override == 0:
|
||||
# move_direction = desired_movement_vector.x
|
||||
# else:
|
||||
# move_direction = x_move_direction_override
|
||||
#
|
||||
### TODO: I hate that I have to do this check again.
|
||||
## if current_state.physics_modifier:
|
||||
## var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
|
||||
## if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
|
||||
## # Since move_direction is always positive
|
||||
## if sign(move_direction) == sign(mod_props.move_speed):
|
||||
## _move_speed += mod_props.move_speed
|
||||
## else:
|
||||
## _move_speed -= mod_props.move_speed
|
||||
## if sign(move_direction) == 0:
|
||||
## move_direction = sign(mod_props.move_speed) * -1
|
||||
## #print("doing this? ")
|
||||
#
|
||||
#
|
||||
# # Determine the maximum move speed
|
||||
# var MAX_SPEED :float = 0
|
||||
# var MIN_SPEED :float = 0
|
||||
# if sign(_move_speed_modifier) == -1: # decreased speed modifier
|
||||
# help_me_not_be_dumb += '-SpeedMod'
|
||||
# # Move speed cannot go below zero with modifier applied
|
||||
# MIN_SPEED = _move_speed + _move_speed_modifier
|
||||
# # Poor man's clamp
|
||||
# if MIN_SPEED < 0:
|
||||
# MIN_SPEED = 0
|
||||
# MAX_SPEED = _move_speed
|
||||
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
|
||||
# help_me_not_be_dumb += '+SpeedMod'
|
||||
# MIN_SPEED = _move_speed
|
||||
# MAX_SPEED = _move_speed + _move_speed_modifier
|
||||
# else: # physics won't apply here
|
||||
# help_me_not_be_dumb += '_Speed' # Neutral Speed
|
||||
# MIN_SPEED = _move_speed
|
||||
# MAX_SPEED = _move_speed
|
||||
#
|
||||
# # get the latest aggregate acceleration
|
||||
# # If we have any acceleration applying
|
||||
# if (_move_modifier_move_acceleration + _move_acceleration) != 0:
|
||||
# # The acceleration is differant
|
||||
# # Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
|
||||
# if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
|
||||
# if move_direction:
|
||||
# #print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
|
||||
# acceleration.x = _move_modifier_move_acceleration + _move_acceleration
|
||||
#
|
||||
# # If we're no longer tryingg to move int the direction of our movement and momentum.
|
||||
# if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0):
|
||||
# if sign(_move_speed_modifier) == -1 : # decreased speed modifier
|
||||
# # Maybe we can compare the direction of the acceleration
|
||||
# # The direction of the acceleration should usually be positive at this point.
|
||||
# # when the modifier is negative.
|
||||
# if sign(move_direction) == sign(current_x_velocity):
|
||||
# if sign(acceleration.x) == sign(momentum.x):
|
||||
# acceleration.x *= -1
|
||||
# # print("Whoh Woah")
|
||||
# # Flip the direction of the acceleration
|
||||
# if (sign(desired_movement_vector.x) == -1 and
|
||||
# sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
|
||||
# sign(current_x_velocity) == -1):
|
||||
# print_debug("be more opposite")
|
||||
#
|
||||
# elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
|
||||
# print('why')
|
||||
# if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0):
|
||||
# #print("Step it up!")
|
||||
# # Flip the direction of the acceleration
|
||||
# acceleration.x *= -1
|
||||
#
|
||||
# # Apply momentum and acceleration if a modifer exists
|
||||
# if momentum.x <= 0 and _move_speed_modifier !=0:
|
||||
# #if we're trying to move but we have no momentum applied currently
|
||||
# #if move_component.desired_movement_vector.x != 0:
|
||||
# if move_direction:
|
||||
# acceleration.x = _move_modifier_move_acceleration + _move_acceleration
|
||||
# ##TODO: I don't know where I should actually set the momentum. :
|
||||
# if sign(_move_speed_modifier) == -1: # decreased speed modifier
|
||||
# momentum.x = 0
|
||||
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
|
||||
# ##TODO: in most cases this should only be applied once. need to find a way to warn against this.
|
||||
# momentum.x = abs(_move_speed_modifier)
|
||||
# print("momentum applied!")
|
||||
#
|
||||
# # Reverse the accelerations if we carry over momentum but the modifier no longer applies.
|
||||
# if momentum.x > 0 and _move_speed_modifier == 0:
|
||||
# if sign(acceleration.x) == sign(momentum.x):
|
||||
# print("Whoh Woah your done.")
|
||||
# # Flip the direction of the acceleration
|
||||
# acceleration.x *= -1
|
||||
#
|
||||
#
|
||||
# # We're going to adjust our move speed only to the modifier
|
||||
# momentum.x += acceleration.x * delta
|
||||
# ##TODO: Apparently I disabled jerk some time ago for some reason.
|
||||
# current_state.jerk += _jerk_factor * delta
|
||||
#
|
||||
#
|
||||
# var new_move_speed :float = 0
|
||||
# if sign(_move_speed_modifier) == -1: # decreased speed modifier
|
||||
## MIN_SPEED = _move_speed + _move_speed_modifier
|
||||
## MAX_SPEED = _move_speed
|
||||
# momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier))
|
||||
## new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
|
||||
# new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk
|
||||
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
|
||||
## MIN_SPEED = _move_speed
|
||||
## MAX_SPEED = _move_speed + _move_speed_modifier
|
||||
# momentum.x = clamp(momentum.x, 0, _move_speed_modifier )
|
||||
# new_move_speed = _move_speed + momentum.x # + jerk
|
||||
# else: # physics won't apply here
|
||||
## move_component.acceleration.x = 0
|
||||
## move_component.momentum.x = 0
|
||||
## new_move_speed = _move_speed
|
||||
# momentum.x = clamp(momentum.x, 0, MIN_SPEED )
|
||||
# new_move_speed = _move_speed + momentum.x # + jerk
|
||||
#
|
||||
# #new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
|
||||
#
|
||||
# var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x))
|
||||
#
|
||||
## if move_component.momentum.x != 0:
|
||||
# if debug_component == true:
|
||||
# UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(desired_movement_vector.x)) +
|
||||
# ")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
|
||||
# "\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) +
|
||||
# ",A" + str(round(acceleration.x)) +
|
||||
# "\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
|
||||
# ) # str(round(jerk))
|
||||
#
|
||||
# #sim_velocity.x = move_direction * sim_move_speed
|
||||
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
|
||||
#
|
||||
# #print(new_move_speed, " ", adjusted_move_speed)
|
||||
#
|
||||
# velocity.y += _gravity * delta
|
||||
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
|
||||
# #print(speed_multiplier)
|
||||
## move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
|
||||
# velocity.x = move_direction * new_move_speed
|
||||
# #move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP)
|
||||
# var snap = Vector2.DOWN * 8
|
||||
# if velocity.y < -8:
|
||||
# snap = Vector2.ZERO
|
||||
# velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true)
|
||||
|
||||
|
|
|
|||
|
|
@ -163,11 +163,6 @@ _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": "",
|
||||
|
|
@ -200,8 +195,7 @@ _global_script_class_icons={
|
|||
"StateModifier": "",
|
||||
"StateModifierAnimatedActor": "",
|
||||
"StateModifierMovement": "",
|
||||
"UIComponent": "",
|
||||
"VelocityCalculations": ""
|
||||
"UIComponent": ""
|
||||
}
|
||||
|
||||
[application]
|
||||
|
|
|
|||
|
|
@ -160,14 +160,8 @@ func _state_process_physics_idle():
|
|||
if $"%LadderDetector".is_colliding() and _wants_climb == true:
|
||||
request_state_change.call_func('climb')
|
||||
|
||||
# var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state )
|
||||
# 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 )
|
||||
)
|
||||
var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state )
|
||||
apply_movement_to_parent(_v)
|
||||
|
||||
func attack_primary():
|
||||
##Another thing I wish I could avoid the funcref or string call
|
||||
|
|
@ -226,13 +220,8 @@ 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(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
parent.transform.x )
|
||||
)
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state, parent.transform.x ))
|
||||
|
||||
if !parent.is_on_floor():
|
||||
#return fall_state
|
||||
request_state_change.call_func('fall')
|
||||
|
|
@ -262,12 +251,7 @@ 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(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
parent.transform.x )
|
||||
)
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state, parent.transform.x ))
|
||||
|
||||
func _state_process_physics_land():
|
||||
$"%LedgeDetector".set_enabled(true)
|
||||
|
|
@ -278,12 +262,7 @@ func _state_process_physics_land():
|
|||
#return fall_state
|
||||
request_state_change.call_func('fall')
|
||||
#move_actor_as_desired()
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
)
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
|
||||
|
||||
func _state_process_physics_hurt():
|
||||
if current_state.state_timeout.time_left == 0:
|
||||
|
|
@ -299,7 +278,7 @@ func _state_process_physics_hurt():
|
|||
# parent.velocity.x = 1 * move_speed
|
||||
# else:
|
||||
# parent.velocity.x = -1 * move_speed
|
||||
velocity.velocity = parent.move_and_slide(velocity.velocity, Vector2(0, -1))
|
||||
velocity = parent.move_and_slide(velocity, Vector2(0, -1))
|
||||
|
||||
|
||||
func _state_process_physics_fall():
|
||||
|
|
@ -317,12 +296,7 @@ func _state_process_physics_fall():
|
|||
request_state_change.call_func('land')
|
||||
|
||||
#move_actor_as_desired()
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
)
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
|
||||
|
||||
func _state_process_physics_jump():
|
||||
|
||||
|
|
@ -333,16 +307,11 @@ func _state_process_physics_jump():
|
|||
# #modifier.reference()
|
||||
# #idle_state.modifier = landing_modifier
|
||||
# request_state_change.call_func('idle')
|
||||
if velocity.velocity.y > 0:
|
||||
if velocity.y > 0:
|
||||
request_state_change.call_func('fall')
|
||||
desired_movement_vector.y = UP
|
||||
#move_actor_as_desired()
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
)
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
|
||||
|
||||
func _state_process_physics_move():
|
||||
# flip sprite in direction
|
||||
|
|
@ -364,13 +333,7 @@ func _state_process_physics_move():
|
|||
#var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state )
|
||||
#apply_movement_to_parent(_v)
|
||||
|
||||
#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 )
|
||||
)
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
|
||||
|
||||
func get_climb_shape_location() -> Vector2:
|
||||
if $"%LadderDetector".is_colliding():
|
||||
|
|
@ -481,12 +444,7 @@ func _state_process_physics_crouch_move():
|
|||
request_state_change.call_func('move')
|
||||
|
||||
#move_actor_as_desired()
|
||||
apply_movement_to_parent(
|
||||
velocity.calculate_velocity(
|
||||
physics_delta ,
|
||||
apply_state_modifier(current_state.get_movement_parameters()),
|
||||
desired_movement_vector )
|
||||
)
|
||||
apply_movement_to_parent(new_move_actor_as_desired( physics_delta , current_state ))
|
||||
|
||||
#func _on_state_entered_idle():
|
||||
# print("Movement State Idle State Entered!")
|
||||
|
|
|
|||
|
|
@ -1,301 +0,0 @@
|
|||
class_name VelocityCalculations
|
||||
|
||||
var velocity :Vector2
|
||||
var debug :bool = false
|
||||
|
||||
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 calculate_velocity(_delta :float,
|
||||
movement_parameters :MovementParameters,
|
||||
_movement_direction := 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
|
||||
move_direction = resolve_move_direction(calc_inertia, _movement_direction)
|
||||
# else:
|
||||
# move_direction = resolve_move_direction(calc_inertia, desired_movement_vector)
|
||||
|
||||
#var movement_parameters :MovementParameters = _state.get_movement_parameters()
|
||||
# if modifier and modifier.is_active:
|
||||
# if (_state.is_grounded and modifier.only_grounded): # Should we skip
|
||||
# modifier_indicator = '*'
|
||||
# if _state.name == 'jump':
|
||||
# var foo = 2+2 # break
|
||||
# movement_parameters.apply_state_modifier(modifier, move_direction.x)
|
||||
|
||||
## 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:
|
||||
UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
|
||||
"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)
|
||||
Loading…
Reference in New Issue
Block a user