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a3c3d2db9f
| Author | SHA1 | Date | |
|---|---|---|---|
| a3c3d2db9f | |||
| 6626e03fb1 |
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@ -1,11 +1,18 @@
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class_name MovementParameters
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extends Reference
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# Allow floats from -10 to 20 and snap the value to multiples of 0.2.
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export(PoolVector2Array) var _speed_start = PoolVector2Array([Vector2(0,0),Vector2(0,0),Vector2(0,0)])
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export(PoolVector2Array) var _speed_end = PoolVector2Array([Vector2(0,0),Vector2(0,0),Vector2(0,0)])
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export(PoolVector2Array) var _acceleration = PoolVector2Array([Vector2(0,0),Vector2(0,0),Vector2(0,0)])
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## Vector based ones for x and y
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export var base_move_speed :Vector2
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export var base_move_acceleration :Vector2
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export var move_speed_modifier :Vector2
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export var move_speed_modifier_acceleration :Vector2
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#export var base_move_speed :Vector2
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#export var base_move_acceleration :Vector2
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#export var move_speed_modifier :Vector2
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#export var move_speed_modifier_acceleration :Vector2
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export var jerk_factor :Vector2
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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@ -24,6 +31,25 @@ export var debug_name :String
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# export var v_move_speed_modifier :float
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# export var v_move_modifier_move_acceleration :float
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func get_speed_start(direction :int) -> Vector2:
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return _speed_start[direction]
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func set_speed_start(direction :int, value :Vector2) -> void:
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_speed_start[direction] = value
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func get_speed_end(direction :int) -> Vector2:
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return _speed_end[direction]
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func set_speed_end(direction :int, value :Vector2) -> void:
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_speed_end[direction] = value
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func get_acceleration(direction :int) -> Vector2:
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return _acceleration[direction]
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func set_acceleration(direction :int, value :Vector2) -> void:
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_acceleration[direction] = value
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func modify(_movement_parameters :MovementParameters):
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pass
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@ -36,47 +62,104 @@ func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction
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#_modifier.direction == _modifier.APPLIED_DIRECTIONS.LEFT_OR_UP
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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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## We crossed the zero from the base
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if sign(adjusted_move_speed) != sign(base_move_speed.x):
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base_move_speed.x = 0.0
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# var adjusted_move_speed = base_move_speed.x + _modifier.horizontal_speed
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# ## We crossed the zero from the base
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# if sign(adjusted_move_speed) != sign(base_move_speed.x):
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# base_move_speed.x = 0.0
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# else:
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# base_move_speed.x = adjusted_move_speed
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var speed :Vector2 = get_speed_start(_modifier.direction)
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var adjusted_move_speed = get_speed_start(_modifier.direction) + _modifier.speed_start
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if sign(adjusted_move_speed.x) != sign(speed.x):
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speed.x = 0.0
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else:
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base_move_speed.x = adjusted_move_speed
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var adjusted_accel = base_move_acceleration.x + _modifier.horizontal_acceleration
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if sign(adjusted_accel) != sign(base_move_acceleration.x):
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base_move_acceleration.x = 0.0
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speed.x = adjusted_move_speed.x
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if sign(adjusted_move_speed.y) != sign(speed.y):
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speed.y = 0.0
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else:
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base_move_acceleration.x = adjusted_accel
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speed.y = adjusted_move_speed.y
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set_speed_start(_modifier.direction, speed)
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speed = get_speed_end(_modifier.direction)
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adjusted_move_speed = get_speed_end(_modifier.direction) + _modifier.speed_end
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if sign(adjusted_move_speed.x) != sign(speed.x):
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speed.x = 0.0
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else:
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speed.x = adjusted_move_speed.x
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if sign(adjusted_move_speed.y) != sign(speed.y):
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speed.y = 0.0
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else:
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speed.y = adjusted_move_speed.y
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set_speed_end(_modifier.direction, speed)
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# var adjusted_accel = base_move_acceleration.x + _modifier.horizontal_acceleration
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# if sign(adjusted_accel) != sign(base_move_acceleration.x):
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# base_move_acceleration.x = 0.0
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# else:
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# base_move_acceleration.x = adjusted_accel
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var accel :Vector2 = get_acceleration(_modifier.direction)
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var adjusted_accel = get_acceleration(_modifier.direction) + _modifier.acceleration
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if sign(adjusted_accel.x) != sign(accel.x):
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accel.x = 0.0
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else:
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accel.x = adjusted_accel.x
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if sign(adjusted_accel.y) != sign(accel.y):
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accel.y = 0.0
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else:
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accel.y = adjusted_accel.y
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set_acceleration(_modifier.direction, accel)
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if (true): #DEGUG
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var foo = 2+2
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##TODO: Um, modifiers are a little weirder for this
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#move_speed_modifier.x += _modifier.horizontal_speed_offset
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var speed_differance = base_move_speed.x + (move_speed_modifier.x + _modifier.horizontal_speed_offset)
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if sign(speed_differance) != sign(base_move_speed.x) and base_move_speed.x != 0:
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## Add the inverse of the modifier instead
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move_speed_modifier.x += speed_differance * - 1
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else:
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move_speed_modifier.x += _modifier.horizontal_speed_offset
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move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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move_speed_modifier.y += _modifier.vertical_speed_offset
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move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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# var speed_differance = base_move_speed.x + (move_speed_modifier.x + _modifier.horizontal_speed_offset)
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# if sign(speed_differance) != sign(base_move_speed.x) and base_move_speed.x != 0:
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# ## Add the inverse of the modifier instead
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# move_speed_modifier.x += speed_differance * - 1
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# else:
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# move_speed_modifier.x += _modifier.horizontal_speed_offset
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#
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# move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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# move_speed_modifier.y += _modifier.vertical_speed_offset
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# move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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_:
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base_move_speed.x += _modifier.horizontal_speed
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base_move_acceleration.x += _modifier.horizontal_acceleration
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move_speed_modifier.x += _modifier.horizontal_speed_offset
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move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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# base_move_speed.x += _modifier.horizontal_speed
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# base_move_acceleration.x += _modifier.horizontal_acceleration
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# move_speed_modifier.x += _modifier.horizontal_speed_offset
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# move_speed_modifier_acceleration.x += _modifier.horizontal_speed_offset_acceleration
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#
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# base_move_speed.y += _modifier.vertical_speed
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# base_move_acceleration.y += _modifier.vertical_acceleration
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# move_speed_modifier.y += _modifier.vertical_speed_offset
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# move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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base_move_speed.y += _modifier.vertical_speed
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base_move_acceleration.y += _modifier.vertical_acceleration
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move_speed_modifier.y += _modifier.vertical_speed_offset
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move_speed_modifier_acceleration.y += _modifier.vertical_speed_offset_acceleration
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set_speed_start(
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_modifier.direction,
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(get_speed_start(_modifier.direction) + _modifier.speed_start)
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)
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set_speed_end(
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_modifier.direction,
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(get_speed_end(_modifier.direction) + _modifier.speed_end)
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)
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set_acceleration(
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_modifier.direction,
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(get_acceleration(_modifier.direction) + _modifier.acceleration)
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)
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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"BaseSpeed Fm:{0} To:{1}".format({"0":"%5.2f" % base_move_speed.x, "1":"%5.2f" % base_move_speed.y}) +
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"\nSpeedMod Fm:{0} To:{1}".format({"0":"%5.2f" % move_speed_modifier.x, "1":"%5.2f" % move_speed_modifier.y}) +
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"\nMoveAccel: {0}, {1}".format({"0":"%4.1f" % base_move_acceleration.x, "1":"%4.1f" % base_move_acceleration.y}) +
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"\nType: " + str(_modifier.modifier_type)
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)
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if (true): #DEGUG
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var foo = 2+2
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# UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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# "BaseSpeed Fm:{0} To:{1}".format({"0":"%5.2f" % base_move_speed.x, "1":"%5.2f" % base_move_speed.y}) +
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# "\nSpeedMod Fm:{0} To:{1}".format({"0":"%5.2f" % move_speed_modifier.x, "1":"%5.2f" % move_speed_modifier.y}) +
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# "\nMoveAccel: {0}, {1}".format({"0":"%4.1f" % base_move_acceleration.x, "1":"%4.1f" % base_move_acceleration.y}) +
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# "\nType: " + str(_modifier.modifier_type)
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# )
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@ -7,7 +7,20 @@ extends State
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##
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## @WIP
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const RELATIVE_DIRECTION = 0
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# Movement Speed in Pixels Per Second
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export(Vector2) var speed_start
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export(Vector2) var speed_end = Vector2(0,1000)
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export(Vector2) var acceleration = Vector2(0,280)
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export(Vector2) var jerk_factor = Vector2(1,1)
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#export(Vector2) var speed_start_positive
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#export(Vector2) var speed_end_positive
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#export(Vector2) var acceleration_positive
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#export(Vector2) var speed_start_negative
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#export(Vector2) var speed_end_negative
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#export(Vector2) var acceleration_negative
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# The base movement speed and accelleration
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export var horizontal_speed: float = 60
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export var horizontal_acceleration: float = 0
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@ -15,7 +28,7 @@ export var horizontal_acceleration: float = 0
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export var horizontal_speed_offset: float = 0
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## Applies only if offset applies
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export var horizontal_speed_offset_acceleration: float = 0
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export var jerk_factor: float = 1.0
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#export var jerk_factor: float = 1.0
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export var vertical_speed: float = 0
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export var vertical_acceleration: float = 0
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@ -25,7 +38,7 @@ export var vertical_speed_offset: float = 0
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export var vertical_speed_offset_acceleration: float = 0
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export var horizontal_jerk_factor: float = 1.0
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export var vertical_jerk_factor: float = 1.0
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export var vertical_jerk_factor: float = 1.0
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## Should this state keep the inertia from previous states
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export var preserve_inertia :bool = true
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@ -57,15 +70,25 @@ func enter() -> void:
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func get_movement_parameters() -> MovementParameters:
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var movement_parameters = MovementParameters.new()
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movement_parameters.debug_name = name
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movement_parameters.base_move_speed.x = horizontal_speed
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movement_parameters.base_move_acceleration.x = horizontal_acceleration
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movement_parameters.move_speed_modifier.x = horizontal_speed_offset
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movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration
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movement_parameters.base_move_speed.y = vertical_speed
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movement_parameters.base_move_acceleration.y = vertical_acceleration
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movement_parameters.move_speed_modifier.y = vertical_speed_offset
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movement_parameters.move_speed_modifier_acceleration.y = vertical_speed_offset_acceleration
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movement_parameters.set_speed_start(RELATIVE_DIRECTION, speed_start)
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#movement_parameters.speed_start = speed_start
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movement_parameters.set_speed_end(RELATIVE_DIRECTION, speed_end)
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#movement_parameters.speed_end = speed_end
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movement_parameters.set_acceleration(RELATIVE_DIRECTION, acceleration)
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#movement_parameters.acceleration = acceleration
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movement_parameters.jerk_factor = jerk_factor
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## Old stuff
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# movement_parameters.base_move_speed.x = horizontal_speed
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# movement_parameters.base_move_acceleration.x = horizontal_acceleration
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# movement_parameters.move_speed_modifier.x = horizontal_speed_offset
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# movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration
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# movement_parameters.base_move_speed.y = vertical_speed
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# movement_parameters.base_move_acceleration.y = vertical_acceleration
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# movement_parameters.move_speed_modifier.y = vertical_speed_offset
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# movement_parameters.move_speed_modifier_acceleration.y = vertical_speed_offset_acceleration
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return movement_parameters
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@ -1,24 +1,10 @@
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class_name StateModifierMovement
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extends StateModifier
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## Movement Modifiers
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export var horizontal_speed: float = 0
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export var horizontal_acceleration: float = 0
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## Movement Speed Offsets (Positive or Negative)
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export var horizontal_speed_offset: float = 0
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## Applies only if offset applies
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export var horizontal_speed_offset_acceleration: float = 0
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#export var jerk_factor: float = 0
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export var vertical_speed: float = 0
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export var vertical_acceleration: float = 0
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## Movement Speed Offsets (Positive or Negative)
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export var vertical_speed_offset: float = 0
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## Applies only if offset applies
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export var vertical_speed_offset_acceleration: float = 0
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export var gravity: int = 0
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#export(float, -1.0, 1, 1.0) var applied_direction = 0
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#export (Transform2D) var speed = Transform2D(Vector2(0,0),Vector2(0,0),Vector2(0,0))
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#export(float, EXP, -1, 1, .1) var jerk_offset = 0
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## Processing Directives (help determine how the merge function works)
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enum APPLIED_DIRECTIONS {
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LEFT_OR_UP = -1,
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@ -26,6 +12,29 @@ enum APPLIED_DIRECTIONS {
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RIGHT_OR_DOWN = 1
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}
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export(APPLIED_DIRECTIONS) var direction :float = float(APPLIED_DIRECTIONS.RELATIVE) # -1, 0, 1
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export(Vector2) var speed_start
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export(Vector2) var speed_end
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export(Vector2) var acceleration
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## Movement Modifiers
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#export var horizontal_speed: float = 0
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#export var horizontal_acceleration: float = 0
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### Movement Speed Offsets (Positive or Negative)
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#export var horizontal_speed_offset: float = 0
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### Applies only if offset applies
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#export var horizontal_speed_offset_acceleration: float = 0
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##export var jerk_factor: float = 0
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#
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#export var vertical_speed: float = 0
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#export var vertical_acceleration: float = 0
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### Movement Speed Offsets (Positive or Negative)
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#export var vertical_speed_offset: float = 0
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### Applies only if offset applies
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#export var vertical_speed_offset_acceleration: float = 0
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export var gravity: int = 0
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export var only_grounded :bool = false
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## Ways to determine how modifiers are applied to movement parameters
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@ -43,21 +52,24 @@ func _to_string():
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func reset():
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.reset()
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modifier_type = SUB_TYPE.NONE
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direction = 0.0
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horizontal_speed = 0
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horizontal_acceleration = 0
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## Movement Speed Offsets (Positive or Negative)
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horizontal_speed_offset = 0
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## Applies only if offset applies
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horizontal_speed_offset_acceleration = 0
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# direction = 0.0
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# horizontal_speed = 0
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# horizontal_acceleration = 0
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# ## Movement Speed Offsets (Positive or Negative)
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# horizontal_speed_offset = 0
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# ## Applies only if offset applies
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# horizontal_speed_offset_acceleration = 0
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#jerk_factor = 0
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func copy(_copy_state: StateModifier):
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.copy(_copy_state)
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modifier_type = _copy_state.modifier_type
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if _copy_state.to_string() == "StateModifierMovement":
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_copy_state.horizontal_speed = horizontal_speed
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_copy_state.horizontal_acceleration = horizontal_acceleration
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#_copy_state.horizontal_speed = horizontal_speed
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_copy_state.speed.start = speed_start
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_copy_state.speed_end = speed_end
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#_copy_state.horizontal_acceleration = horizontal_acceleration
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_copy_state.acceleration = acceleration
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## Overrident to check whether this state is a grounded and this modifier
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## should only apply while in the air.
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@ -81,13 +93,17 @@ func merge(_merge_from_modifier: StateModifier):
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##TODO: I don't really need merge functions here?
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match _merge_from_modifier.modifier_type:
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_:
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horizontal_speed += _merge_from_modifier.horizontal_speed
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horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
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horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
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horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration
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vertical_speed += _merge_from_modifier.vertical_speed
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vertical_acceleration += _merge_from_modifier.vertical_acceleration
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vertical_speed_offset += _merge_from_modifier.vertical_speed_offset
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vertical_speed_offset_acceleration += _merge_from_modifier.vertical_speed_offset_acceleration
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speed_end += _merge_from_modifier.speed_end
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speed_start += _merge_from_modifier.speed_start
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acceleration += _merge_from_modifier.acceleration
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# horizontal_speed += _merge_from_modifier.horizontal_speed
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# horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
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# horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
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# horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration
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# vertical_speed += _merge_from_modifier.vertical_speed
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# vertical_acceleration += _merge_from_modifier.vertical_acceleration
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# vertical_speed_offset += _merge_from_modifier.vertical_speed_offset
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# vertical_speed_offset_acceleration += _merge_from_modifier.vertical_speed_offset_acceleration
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direction = _merge_from_modifier.direction
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only_grounded = _merge_from_modifier.only_grounded
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|
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@ -9,15 +9,10 @@ script = ExtResource( 1 )
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modifier_type = 0
|
||||
name = "ice_or_something"
|
||||
timeout_seconds = 0.0
|
||||
horizontal_speed = 0.0
|
||||
horizontal_acceleration = -250.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
vertical_speed_offset_acceleration = 0.0
|
||||
gravity = 0
|
||||
direction = 0
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 0 )
|
||||
acceleration = Vector2( -250, 1.36422e-12 )
|
||||
gravity = 0
|
||||
only_grounded = true
|
||||
processing_mode = 0
|
||||
|
|
|
|||
|
|
@ -9,15 +9,10 @@ script = ExtResource( 1 )
|
|||
modifier_type = 0
|
||||
name = "conveyor_left"
|
||||
timeout_seconds = 0.0
|
||||
horizontal_speed = -30.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
vertical_speed_offset_acceleration = 0.0
|
||||
gravity = 0
|
||||
direction = -1
|
||||
speed_start = Vector2( 30, 1.36422e-12 )
|
||||
speed_end = Vector2( 30, 1.36422e-12 )
|
||||
acceleration = Vector2( 0, 0 )
|
||||
gravity = 0
|
||||
only_grounded = true
|
||||
processing_mode = 0
|
||||
|
|
|
|||
|
|
@ -9,15 +9,10 @@ script = ExtResource( 1 )
|
|||
modifier_type = 0
|
||||
name = "wind_left"
|
||||
timeout_seconds = 0.0
|
||||
horizontal_speed = -30.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
vertical_speed_offset_acceleration = 0.0
|
||||
gravity = 0
|
||||
direction = -1
|
||||
speed_start = Vector2( 30, 1.36422e-12 )
|
||||
speed_end = Vector2( 30, 1.36422e-12 )
|
||||
acceleration = Vector2( 0, 0 )
|
||||
gravity = 0
|
||||
only_grounded = false
|
||||
processing_mode = 0
|
||||
|
|
|
|||
|
|
@ -11,6 +11,7 @@ onready var stamina_component = $"%Stamina_Component"
|
|||
var state_stamina_cost :Dictionary
|
||||
|
||||
func _ready():
|
||||
velocity_controller.debug = true
|
||||
#var state_ref :State
|
||||
#var state_name :String
|
||||
#state_name = 'jump'
|
||||
|
|
|
|||
|
|
@ -71,7 +71,8 @@ func _ready():
|
|||
movement_component.state_stamina_cost = state_stamina_cost
|
||||
|
||||
tired_debuff_modifier.setup('so_tired', StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT)
|
||||
tired_debuff_modifier.horizontal_speed = -40
|
||||
tired_debuff_modifier.speed_start = Vector2(-40,0)
|
||||
#tired_debuff_modifier.horizontal_speed = -40
|
||||
tired_debuff_modifier.only_grounded = true
|
||||
movement_state_machine.push_state_modifier(tired_debuff_modifier)
|
||||
|
||||
|
|
|
|||
|
|
@ -38,15 +38,19 @@
|
|||
|
||||
[sub_resource type="Resource" id=3]
|
||||
resource_local_to_scene = true
|
||||
resource_name = "hurt"
|
||||
script = ExtResource( 18 )
|
||||
debug_state = false
|
||||
timeout_seconds = 2.0
|
||||
name = "hurt"
|
||||
speed_start = Vector2( 20, 1.36422e-12 )
|
||||
speed_end = Vector2( 20, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 20.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "attack_punch"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "attack_shoot"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "attack_sword"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -8,11 +8,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "climb"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 20.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "crouch"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "crouch_move"
|
||||
speed_start = Vector2( 60, 1.36422e-12 )
|
||||
speed_end = Vector2( 60, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 60.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,17 +9,20 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "death"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
vertical_speed_offset_acceleration = 0.0
|
||||
horizontal_jerk_factor = 1.0
|
||||
vertical_jerk_factor = 1.0
|
||||
preserve_inertia = true
|
||||
preserve_inertia = false
|
||||
is_grounded = true
|
||||
animation_sequence = [ "death" ]
|
||||
|
|
|
|||
|
|
@ -8,11 +8,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 1.0
|
||||
name = "enter_right"
|
||||
speed_start = Vector2( 30, 1.36422e-12 )
|
||||
speed_end = Vector2( 30, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 30.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "fall"
|
||||
speed_start = Vector2( 90, 1.36422e-12 )
|
||||
speed_end = Vector2( 90, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 90.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 1.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "idle"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 300.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 1.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "jump"
|
||||
speed_start = Vector2( 90, 1.36422e-12 )
|
||||
speed_end = Vector2( 90, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 90.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 1.0
|
||||
vertical_speed = 200.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = -208.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "land"
|
||||
speed_start = Vector2( 20, 1.36422e-12 )
|
||||
speed_end = Vector2( 20, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 20.0
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,17 +9,20 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "ledge_climb"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
vertical_speed_offset_acceleration = 0.0
|
||||
horizontal_jerk_factor = 1.0
|
||||
vertical_jerk_factor = 1.0
|
||||
preserve_inertia = true
|
||||
preserve_inertia = false
|
||||
is_grounded = true
|
||||
animation_sequence = [ "ledge-climb" ]
|
||||
|
|
|
|||
|
|
@ -9,17 +9,20 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "ledge_grab"
|
||||
speed_start = Vector2( 0, 0 )
|
||||
speed_end = Vector2( 0, 1000 )
|
||||
acceleration = Vector2( 0, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 1.36422e-12
|
||||
horizontal_acceleration = 0.0
|
||||
horizontal_speed_offset = 0.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
vertical_speed_offset_acceleration = 0.0
|
||||
horizontal_jerk_factor = 1.0
|
||||
vertical_jerk_factor = 1.0
|
||||
preserve_inertia = true
|
||||
preserve_inertia = false
|
||||
is_grounded = true
|
||||
animation_sequence = [ "ledge-grab" ]
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "move"
|
||||
speed_start = Vector2( 10, 1.36422e-12 )
|
||||
speed_end = Vector2( 90, 1000 )
|
||||
acceleration = Vector2( 70, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 10.0
|
||||
horizontal_acceleration = 70.0
|
||||
horizontal_speed_offset = 80.0
|
||||
horizontal_speed_offset_acceleration = 0.0
|
||||
jerk_factor = 0.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -9,11 +9,14 @@ script = ExtResource( 1 )
|
|||
debug_state = false
|
||||
timeout_seconds = 0.0
|
||||
name = "roll"
|
||||
speed_start = Vector2( 150, 1.36422e-12 )
|
||||
speed_end = Vector2( 10, 1000 )
|
||||
acceleration = Vector2( 300, 280 )
|
||||
jerk_factor = Vector2( 1, 1 )
|
||||
horizontal_speed = 150.0
|
||||
horizontal_acceleration = 1.36422e-12
|
||||
horizontal_speed_offset = -140.0
|
||||
horizontal_speed_offset_acceleration = -300.0
|
||||
jerk_factor = 1.0
|
||||
vertical_speed = 0.0
|
||||
vertical_acceleration = 0.0
|
||||
vertical_speed_offset = 0.0
|
||||
|
|
|
|||
|
|
@ -3,6 +3,10 @@ class_name VelocityController
|
|||
var velocity :Vector2
|
||||
var debug :bool = false
|
||||
|
||||
const RELATIVE_DIRECTION = 0
|
||||
const POSITIVE_DIRECTION = 1
|
||||
const NEGATIVE_DIRECTION = -1
|
||||
|
||||
enum RANGE_PLACEMENT {
|
||||
BEFORE_RANGE = -1,
|
||||
WITHIN_RANGE = 0,
|
||||
|
|
@ -73,10 +77,25 @@ func calculate_velocity(_delta :float,
|
|||
# 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)
|
||||
#var h_speed = resolve_h_speed(movement_parameters)
|
||||
var start_speed :float = (
|
||||
(movement_parameters.get_speed_start(RELATIVE_DIRECTION).x * move_direction.x) +
|
||||
(movement_parameters.get_speed_start(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) -
|
||||
(movement_parameters.get_speed_start(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION)
|
||||
)
|
||||
var end_speed :float = (
|
||||
(movement_parameters.get_speed_end(RELATIVE_DIRECTION).x * move_direction.x) +
|
||||
(movement_parameters.get_speed_end(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) -
|
||||
(movement_parameters.get_speed_end(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION)
|
||||
)
|
||||
|
||||
var h_speed = Vector2(start_speed, end_speed)
|
||||
#var h_speed = Vector2(movement_parameters.get_speed_start(RELATIVE_DIRECTION).x , movement_parameters.get_speed_end(RELATIVE_DIRECTION).x)
|
||||
#var v_speed = resolve_v_speed(movement_parameters)
|
||||
var v_speed = Vector2(movement_parameters.get_speed_start(0).y, movement_parameters.get_speed_end(0).y)
|
||||
|
||||
## Speed will now be expected to move in the direction of travel
|
||||
h_speed *= move_direction.x
|
||||
#h_speed *= move_direction.x
|
||||
v_speed *= move_direction.y
|
||||
|
||||
## Now determine placement of current velocity to speed range
|
||||
|
|
@ -101,9 +120,13 @@ func calculate_velocity(_delta :float,
|
|||
|
||||
## Acceleration is always postive because we use the
|
||||
# move toward functions.
|
||||
calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x))
|
||||
#calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x))
|
||||
if sign(move_direction.x) != 0:
|
||||
calc_acceleration.x = movement_parameters.get_acceleration(0).x
|
||||
if sign(move_direction.y) != 0:
|
||||
calc_acceleration.y = movement_parameters.get_acceleration(0).y
|
||||
|
||||
if debug and movement_parameters.debug_name == 'roll':
|
||||
if debug and movement_parameters.debug_name == 'move':
|
||||
var foo = 2+2
|
||||
## We are always moving from h_speed.x towards y at a given rate
|
||||
## if we have a difference of speed and an acceleration
|
||||
|
|
@ -244,50 +267,40 @@ func placement_to_speed_range(speed: float, speed_range: Vector2) -> int:
|
|||
|
||||
## 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)
|
||||
# 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)
|
||||
return Vector2(0,0)
|
||||
|
||||
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)
|
||||
# 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)
|
||||
return Vector2(0,0)
|
||||
|
||||
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.
|
||||
# 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
|
||||
#
|
||||
# else:
|
||||
# _acceleration = _params.base_move_acceleration.x
|
||||
#
|
||||
# if sign(_move_direction) != 0:
|
||||
# return _acceleration
|
||||
|
||||
if sign(_move_direction) != 0:
|
||||
return _acceleration
|
||||
|
||||
# No accel returned unless intended
|
||||
return 0.0
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user