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3 changed files with 81 additions and 48 deletions

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@ -137,14 +137,12 @@ func _on_state_change(old_state_name:String, new_state :State):
#current_state = new_state
## Side effects for these variables
# velocity
# momentum
# acceleration
# 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
##
var calc_inertia = velocity.abs()
var calc_inertial_dir :Vector2
#var calc_inertia = velocity.abs()
#var calc_inertial_dir :Vector2
var debug_speed_tracker :Vector2
func new_move_actor_as_desired(_delta :float,
_state :StateAnimatedActor,
@ -160,9 +158,12 @@ func new_move_actor_as_desired(_delta :float,
}
var calc_velocity = Vector2.ZERO
var calc_acceleration = Vector2.ZERO
#var calc_inertia = Vector2.ZERO
#var calc_inertia = inertia
var calc_inertia :Vector2
calc_inertia.x = abs(velocity.x)
##TODO: Only implemented horizontal so far.
calc_inertia.y = velocity.y
var calc_inertial_dir = Vector2(sign(velocity.x),sign(velocity.y))
var calc_friction :Vector2 = Vector2.ZERO
## Inertia only applies if there is a difference between the
# base move speed and a derived move speed. This makes it so all you
@ -182,18 +183,34 @@ func new_move_actor_as_desired(_delta :float,
calc_acceleration.x = resolve_h_acceleration(movement_params, h_speed, move_direction.x)
## Direction of inertia not equal to move direction
if calc_inertial_dir.x:
if calc_inertial_dir.x != sign(move_direction.x):
## flip the direction of acceleration
calc_acceleration.x *= -1
## if we have a difference of speed
if h_speed.x != h_speed.y:
debug_speed_tracker = h_speed
if calc_inertia.x == 0.0:
#calc_inertia.x = lerp( h_speed.x , h_speed.y, calc_acceleration.x * _delta)
calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
h_speed.x , h_speed.y)
else:
#calc_inertia.x = lerp( calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
calc_inertia.x, h_speed.y)
elif calc_inertia.x != 0.0: ## We still have inertia
## Clamp inertia to in between speed.
# Problem is that we can suddenly gain or lose inertia.
##
calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
h_speed.x , h_speed.y)
## Disable this for now hopefully inertial acceleration flip removes this
## Update: it mostly did. Going to keep this here for a while though.
# The above problem may need a few different scenarios when there is already
# applied inertia.
# if calc_inertia.x == 0.0:
# #calc_inertia.x = lerp( h_speed.x , h_speed.y, calc_acceleration.x * _delta)
# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
# h_speed.x , h_speed.y)
# else:
# #calc_inertia.x = lerp( calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
# calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
# calc_inertia.x, h_speed.y)
elif calc_inertia.x != 0.0: ## We still have inertia but no difference in movement
if calc_acceleration.x != 0.0: # We are applying acceleration
if calc_inertia.x > h_speed.x:
calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
@ -204,45 +221,56 @@ func new_move_actor_as_desired(_delta :float,
else: ## No longer applying acceleration
## Neutralize the inertia? but how?
## Recalc the acceleration with inertia
var friction :Vector2
friction.x = resolve_h_acceleration(movement_params,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
if friction.x != 0.0: ## No dapening acceleration applies
#var friction :Vector2
calc_friction.x = resolve_h_acceleration(movement_params,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
if calc_friction.x != 0.0: ## No dapening acceleration applies
if calc_inertia.x > h_speed.x: ## Inertia is higher than the base speed (slow it down)
calc_inertia.x = clamp( calc_inertia.x + ( friction.x * _delta),
calc_inertia.x = clamp( calc_inertia.x + ( calc_friction.x * _delta),
h_speed.x, calc_inertia.x)
else: ## Inertia lower than base speed (we need to catch up)
calc_inertia.x = clamp( calc_inertia.x + ( friction.x * _delta),
calc_inertia.x = clamp( calc_inertia.x + ( calc_friction.x * _delta),
calc_inertia.x, h_speed.x)
else:
## no residual acceleration (friction) applies, kill the momentum
calc_inertia.x = 0.0
calc_inertial_dir.x = 0.0
if (h_speed != debug_speed_tracker):
print("Inertia SpeedShift: ", debug_speed_tracker, h_speed, (0.0 == -0.0))
debug_speed_tracker = h_speed
# if (h_speed != debug_speed_tracker):
# print("Inertia SpeedShift: ", debug_speed_tracker, h_speed, (0.0 == -0.0))
# debug_speed_tracker = h_speed
else:
## inertia is just base speed
calc_inertia.x = h_speed.x
acceleration = Vector2.ZERO
calc_inertial_dir.x = 0.0
## Another idea, just return the calculated velocity in PPS
## For now, y component of velocity is just gravity
calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
#calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
calc_inertia.y += movement_params["_gravity"] * _delta
calc_velocity.y = calc_inertia.y
## calc x component of felicty
## Can't do it this way when we have initia
#calc_velocity.x = calc_inertia.x * move_direction.x
## Control, direction can only be controlled when overcome inertia direction.
if calc_inertial_dir.x != 0:
calc_velocity.x = calc_inertia.x * calc_inertial_dir.x
else:
calc_velocity.x = calc_inertia.x * move_direction.x
calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
## Attempting to move this to the top
#calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
"H_Speed: {0}, {1}".format({"0":"%5.2f" % h_speed.x, "1":"%5.2f" % h_speed.y}) +
"\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}) +
"\nAccel: {0}, {1}".format({"0":"%5.2f" % acceleration.x, "1":"%5.2f" % acceleration.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}) +
#"\nLength: " + str(velocity.length()) +
@ -279,19 +307,20 @@ func resolve_h_speed(_params :Dictionary) -> Vector2:
func resolve_h_acceleration(_params :Dictionary, _speed :Vector2, _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 _acceleration :float = 0.0
if _params["_base_h_move_speed_modifier"] != 0:
_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
else:
_acceleration = _params["_base_h_move_acceleration"]
#_acceleration *= sign(_move_direction)
## Well this didn't work
#_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
if _speed.x < _speed.y:
return _acceleration
return _acceleration
elif _speed.x > _speed.y:
return _acceleration * -1
return _acceleration * -1
return 0.0
func resolve_move_direction(_momentum :Vector2,
@ -402,28 +431,27 @@ func move_actor_as_desired( x_move_direction_override: float = 0):
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(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):
print("Whoh Woah")
# Flip the direction of the acceleration
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("be more opposite")
# if sign(_move_speed_modifier) == 1: # increased speed modifier
# print("faster faster.")
elif sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0:
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
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:

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@ -319,9 +319,14 @@ func _state_process_physics_move():
if !parent.is_on_floor():
request_state_change.call_func('fall')
## First version
#move_actor_as_desired()
var _v :Vector2 = new_move_actor_as_desired( physics_delta , current_state )
apply_movement_to_parent(_v)
## Second One
#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 ))
func get_climb_shape_location() -> Vector2:
if $"%LadderDetector".is_colliding():

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@ -10,7 +10,7 @@ debug_state = false
timeout_seconds = 0.0
name = "idle"
horizontal_speed = 1.36422e-12
horizontal_acceleration = 2.0
horizontal_acceleration = 0.0
horizontal_speed_offset = 0.0
horizontal_speed_offset_acceleration = 0.0
jerk_factor = 0.0