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@ -23,9 +23,9 @@ 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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# 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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# 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 = Vector2(0,0)
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var momentum = 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 inertia = Vector2(0,0)
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var acceleration = Vector2(0,0)
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#var acceleration = Vector2(0,0)
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#Removing Probably not used
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#Removing Probably not used
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#var sim_velocity = Vector2(0,0)
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#var sim_velocity = Vector2(0,0)
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@ -61,8 +61,8 @@ func process_physics(delta):
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physics_delta = delta
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physics_delta = delta
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if has_method('_state_process_physics_' + current_state.name):
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if has_method('_state_process_physics_' + current_state.name):
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call('_state_process_physics_' + current_state.name)
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call('_state_process_physics_' + current_state.name)
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else:
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# else:
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move_actor_as_desired()
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# move_actor_as_desired()
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# more likely needed for Players
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# more likely needed for Players
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func process_physics_input(delta):
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func process_physics_input(delta):
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@ -191,15 +191,15 @@ func new_move_actor_as_desired(_delta :float,
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## If an override has been passed (we're ignoring input direction
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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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var move_direction = Vector2.ZERO
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if _movement_override_normal != Vector2.ZERO:
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if _movement_override_normal != Vector2.ZERO:
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move_direction = resolve_move_direction(calc_inertial_dir, _movement_override_normal)
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move_direction = resolve_move_direction(calc_inertia, _movement_override_normal)
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else:
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else:
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move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector)
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move_direction = resolve_move_direction(calc_inertia, desired_movement_vector)
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##TODO: the impulse logic just doesn't work still
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##WIP: the impulse logic just doesn't work still, below is another attempt
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if sign(calc_velocity.x) != move_direction.x and sign(calc_velocity.x) != impulse_applied_dir:
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# if impulse_applied_dir != move_direction.x and sign(calc_velocity.x) != impulse_applied_dir:
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print("resetting impulse")
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# print("resetting impulse")
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impulse_applied = false
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# impulse_applied = false
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impulse_applied_dir = sign(move_direction.x)
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# impulse_applied_dir = sign(move_direction.x)
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var modifier_indicator := ''
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var modifier_indicator := ''
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@ -221,8 +221,17 @@ func new_move_actor_as_desired(_delta :float,
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# We move towards h_speed.y at the acceleration rate
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# We move towards h_speed.y at the acceleration rate
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##
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##
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var h_speed = resolve_h_speed(movement_parameters)
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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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## 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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h_speed *= move_direction.x
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v_speed *= move_direction.y
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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 (is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) == false and
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impulse_applied == true ):
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print("resetting impulse")
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impulse_applied = false
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## We don't want to be able to scoot our impulse speed to cheat the movement
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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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# Any non zero speed that goes opposite to our inertial direction
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@ -252,7 +261,7 @@ func new_move_actor_as_desired(_delta :float,
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## Start speed really shouldn't be less than zero (modifiers can do this)
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## Start speed really shouldn't be less than zero (modifiers can do this)
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## If we have mismatched signs we'll get really bad behavior
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## If we have mismatched signs we'll get really bad behavior
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if h_speed.x != 0 and sign(h_speed.y) != sign(h_speed.x):
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if (h_speed.x != 0 and h_speed.y != 0 ) and sign(h_speed.y) != sign(h_speed.x):
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if h_speed.x < h_speed.y:
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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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h_speed.x = clamp(h_speed.x, 0.0, h_speed.y)
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else:
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else:
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@ -272,10 +281,10 @@ func new_move_actor_as_desired(_delta :float,
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if is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) or h_speed != debug_speed_tracker:
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if is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) or h_speed != debug_speed_tracker:
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## ? But we only want to do this once though.
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## ? But we only want to do this once though.
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if impulse_applied == false:
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if impulse_applied == false:
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print("Movement Impulse applied: ", h_speed.x)
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calc_inertia.x += h_speed.x
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calc_inertia.x += h_speed.x
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impulse_applied = true
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impulse_applied = true
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impulse_applied_dir = move_direction.x
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impulse_applied_dir = move_direction.x
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print(impulse_applied_dir, " Movement Impulse applied: ", h_speed.x)
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debug_speed_tracker = h_speed
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debug_speed_tracker = h_speed
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# elif calc_inertia.x != 0.0:
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# elif calc_inertia.x != 0.0:
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# ##WIP: attempts to apply start speed only once
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# ##WIP: attempts to apply start speed only once
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@ -318,9 +327,22 @@ func new_move_actor_as_desired(_delta :float,
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## Another idea, just return the calculated velocity in PPS
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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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## For now, y component of velocity is just gravity
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#calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
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if v_speed.x != v_speed.y: ## For now gravity is just the default acceleration
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if (v_speed.x != 0 and v_speed.y != 0) and sign(v_speed.y) != sign(v_speed.x):
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if v_speed.x < v_speed.y:
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v_speed.x = clamp(v_speed.x, 0.0, v_speed.y)
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else:
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v_speed.y = clamp(v_speed.y, 0.0, v_speed.x)
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#print (is_out_of_range(calc_inertia.y, v_speed.x - sign(v_speed.x), v_speed.y - sign(v_speed.y)))
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if is_out_of_range(calc_inertia.y, v_speed.x , v_speed.y):
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## ? But we only want to do this once though.
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calc_inertia.y += v_speed.x
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## Apply acceleration
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calc_inertia.y = move_toward(calc_inertia.y, v_speed.y, movement_parameters.gravity * _delta)
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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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calc_inertia.y += movement_parameters.gravity * _delta
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calc_velocity.y = calc_inertia.y
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calc_velocity.y = calc_inertia.y
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## calc x component of felicty
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## calc x component of felicty
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@ -340,6 +362,7 @@ func new_move_actor_as_desired(_delta :float,
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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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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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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"\nVelocity_Calc: {0}, {1}".format({"0":"%5.2f" % calc_velocity.x, "1":"%5.2f" % calc_velocity.y}) +
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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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"\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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"\nVelocity_Real: {0}, {1}".format({"0":"%5.2f" % velocity.x, "1":"%5.2f" % velocity.y}) +
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@ -355,7 +378,7 @@ func new_move_actor_as_desired(_delta :float,
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func is_out_of_range(value: float, a: float, b: float) -> bool:
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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 lower = min(a, b)
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var upper = max(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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return value <= lower or value >= upper
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## Passed in acceleration, vel, etc is applied to whatever
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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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## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted
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@ -378,6 +401,15 @@ func resolve_h_speed(_params :MovementParameters) -> Vector2:
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return(Vector2(base_speed, speed_differance))
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return(Vector2(base_speed, speed_differance))
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return Vector2(base_speed,base_speed)
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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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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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## TODO: Adjust for jerk, determine if we're currently experiencing accel
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## if a speed difference applies
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## if a speed difference applies
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@ -416,198 +448,204 @@ func resolve_move_direction(_momentum :Vector2,
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elif sign(_momentum.x): ## We still have momentum but not trying to move
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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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horizontal_movement_direction = sign(_momentum.x)
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return Vector2(horizontal_movement_direction,0)
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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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## 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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#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 delta:float = physics_delta
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var _move_speed = current_state.horizontal_speed
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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_acceleration = current_state.horizontal_acceleration
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var _move_speed_modifier = current_state.horizontal_speed_offset
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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 _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 _jerk_factor = current_state.jerk_factor
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var _gravity = current_state.gravity
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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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## if current_state.physics_modifier:
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# #physics_modifier.modifier_properties.jerk_factor
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## #physics_modifier.modifier_properties.jerk_factor
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# #print(physics_modifier.name)
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## #print(physics_modifier.name)
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# #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
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## #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
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# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
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## var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
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# if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
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## if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
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# _move_speed = mod_props.move_speed
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## _move_speed = mod_props.move_speed
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# _move_speed_modifier += mod_props.move_speed_modifier
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## _move_speed_modifier += mod_props.move_speed_modifier
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# _move_acceleration += mod_props.move_acceleration
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## _move_acceleration += mod_props.move_acceleration
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# _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
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## _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
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# _jerk_factor += mod_props.jerk_factor
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## _jerk_factor += mod_props.jerk_factor
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#
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var help_me_not_be_dumb = ''
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# var help_me_not_be_dumb = ''
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#
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# Allow us to bump out of halt.
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# # Allow us to bump out of halt.
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if _move_speed == 0 and desired_movement_vector.x != 0:
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# if _move_speed == 0 and desired_movement_vector.x != 0:
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_move_speed = abs(desired_movement_vector.x)
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# _move_speed = abs(desired_movement_vector.x)
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#
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# Determine or physics movement direction
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# # Determine or physics movement direction
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var current_x_velocity = velocity.x #move_component.velocity.x
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# var current_x_velocity = velocity.x #move_component.velocity.x
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var move_direction = 0.0
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# var move_direction = 0.0
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# Determine movement direction if we have momentum
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# # Determine movement direction if we have momentum
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if momentum.x != 0:
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# if momentum.x != 0:
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if x_move_direction_override == 0:
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# if x_move_direction_override == 0:
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move_direction = sign(current_x_velocity)
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# move_direction = sign(current_x_velocity)
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# if move_component.desired_movement_vector.x != 0:
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## if move_component.desired_movement_vector.x != 0:
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# # set the move direction to the desired direction
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## # set the move direction to the desired direction
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# move_direction = move_component.desired_movement_vector.x
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## move_direction = move_component.desired_movement_vector.x
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# else:
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## else:
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# # Set move direction to the transform direction
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## # Set move direction to the transform direction
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# move_direction = parent.transform.x.x
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## move_direction = parent.transform.x.x
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else:
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# else:
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move_direction = x_move_direction_override
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# move_direction = x_move_direction_override
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else: # No current momentum in place
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# else: # No current momentum in place
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if x_move_direction_override == 0:
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# if x_move_direction_override == 0:
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move_direction = desired_movement_vector.x
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# move_direction = desired_movement_vector.x
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else:
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# else:
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move_direction = x_move_direction_override
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# move_direction = x_move_direction_override
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#
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## TODO: I hate that I have to do this check again.
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### TODO: I hate that I have to do this check again.
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# if current_state.physics_modifier:
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## if current_state.physics_modifier:
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# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
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## var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
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# if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
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## if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
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# # Since move_direction is always positive
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## # Since move_direction is always positive
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# if sign(move_direction) == sign(mod_props.move_speed):
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## if sign(move_direction) == sign(mod_props.move_speed):
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# _move_speed += mod_props.move_speed
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## _move_speed += mod_props.move_speed
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# else:
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## else:
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# _move_speed -= mod_props.move_speed
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## _move_speed -= mod_props.move_speed
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# if sign(move_direction) == 0:
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## if sign(move_direction) == 0:
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# move_direction = sign(mod_props.move_speed) * -1
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## move_direction = sign(mod_props.move_speed) * -1
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# #print("doing this? ")
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## #print("doing this? ")
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#
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#
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# Determine the maximum move speed
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# # Determine the maximum move speed
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var MAX_SPEED :float = 0
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# var MAX_SPEED :float = 0
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var MIN_SPEED :float = 0
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# var MIN_SPEED :float = 0
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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# if sign(_move_speed_modifier) == -1: # decreased speed modifier
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help_me_not_be_dumb += '-SpeedMod'
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# help_me_not_be_dumb += '-SpeedMod'
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# Move speed cannot go below zero with modifier applied
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# # Move speed cannot go below zero with modifier applied
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MIN_SPEED = _move_speed + _move_speed_modifier
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# Poor man's clamp
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if MIN_SPEED < 0:
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MIN_SPEED = 0
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MAX_SPEED = _move_speed
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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help_me_not_be_dumb += '+SpeedMod'
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MIN_SPEED = _move_speed
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MAX_SPEED = _move_speed + _move_speed_modifier
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else: # physics won't apply here
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help_me_not_be_dumb += '_Speed' # Neutral Speed
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MIN_SPEED = _move_speed
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MAX_SPEED = _move_speed
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# get the latest aggregate acceleration
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# If we have any acceleration applying
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if (_move_modifier_move_acceleration + _move_acceleration) != 0:
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# The acceleration is differant
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# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
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if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
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if move_direction:
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#print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
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acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# If we're no longer tryingg to move int the direction of our movement and momentum.
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if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0):
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if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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# Maybe we can compare the direction of the acceleration
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# The direction of the acceleration should usually be positive at this point.
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# when the modifier is negative.
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if sign(move_direction) == sign(current_x_velocity):
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if sign(acceleration.x) == sign(momentum.x):
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acceleration.x *= -1
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# print("Whoh Woah")
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# Flip the direction of the acceleration
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if (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == -1):
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print_debug("be more opposite")
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elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
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print('why')
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if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0):
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#print("Step it up!")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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# Apply momentum and acceleration if a modifer exists
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if momentum.x <= 0 and _move_speed_modifier !=0:
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#if we're trying to move but we have no momentum applied currently
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#if move_component.desired_movement_vector.x != 0:
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if move_direction:
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acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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##TODO: I don't know where I should actually set the momentum. :
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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momentum.x = 0
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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##TODO: in most cases this should only be applied once. need to find a way to warn against this.
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momentum.x = abs(_move_speed_modifier)
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print("momentum applied!")
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# Reverse the accelerations if we carry over momentum but the modifier no longer applies.
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if momentum.x > 0 and _move_speed_modifier == 0:
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if sign(acceleration.x) == sign(momentum.x):
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print("Whoh Woah your done.")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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# We're going to adjust our move speed only to the modifier
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momentum.x += acceleration.x * delta
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##TODO: Apparently I disabled jerk some time ago for some reason.
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current_state.jerk += _jerk_factor * delta
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var new_move_speed :float = 0
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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# MIN_SPEED = _move_speed + _move_speed_modifier
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# MIN_SPEED = _move_speed + _move_speed_modifier
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# # Poor man's clamp
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# if MIN_SPEED < 0:
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# MIN_SPEED = 0
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# MAX_SPEED = _move_speed
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# MAX_SPEED = _move_speed
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momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier))
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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
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# help_me_not_be_dumb += '+SpeedMod'
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new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# MIN_SPEED = _move_speed
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# MIN_SPEED = _move_speed
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# MAX_SPEED = _move_speed + _move_speed_modifier
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# MAX_SPEED = _move_speed + _move_speed_modifier
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momentum.x = clamp(momentum.x, 0, _move_speed_modifier )
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# else: # physics won't apply here
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new_move_speed = _move_speed + momentum.x # + jerk
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# help_me_not_be_dumb += '_Speed' # Neutral Speed
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else: # physics won't apply here
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# MIN_SPEED = _move_speed
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# move_component.acceleration.x = 0
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# MAX_SPEED = _move_speed
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# move_component.momentum.x = 0
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#
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# new_move_speed = _move_speed
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# # get the latest aggregate acceleration
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momentum.x = clamp(momentum.x, 0, MIN_SPEED )
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# # If we have any acceleration applying
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new_move_speed = _move_speed + momentum.x # + jerk
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# if (_move_modifier_move_acceleration + _move_acceleration) != 0:
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# # The acceleration is differant
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#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
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# # Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
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# if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
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var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x))
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# if move_direction:
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# #print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
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# if move_component.momentum.x != 0:
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# acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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if debug_component == true:
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#
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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)) +
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|
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# # If we're no longer tryingg to move int the direction of our movement and momentum.
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")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
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|
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# if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0):
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"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) +
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|
|
# if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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|
|
",A" + str(round(acceleration.x)) +
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|
|
# # Maybe we can compare the direction of the acceleration
|
|
|
|
"\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
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|
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# # The direction of the acceleration should usually be positive at this point.
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) # str(round(jerk))
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|
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# # when the modifier is negative.
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# if sign(move_direction) == sign(current_x_velocity):
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|
|
#sim_velocity.x = move_direction * sim_move_speed
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|
|
# if sign(acceleration.x) == sign(momentum.x):
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|
|
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
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|
|
# acceleration.x *= -1
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|
|
# # print("Whoh Woah")
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|
|
|
#print(new_move_speed, " ", adjusted_move_speed)
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|
|
|
# # Flip the direction of the acceleration
|
|
|
|
|
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|
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# if (sign(desired_movement_vector.x) == -1 and
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|
|
velocity.y += _gravity * delta
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|
|
# sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
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|
|
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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|
|
|
# sign(current_x_velocity) == -1):
|
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|
|
#print(speed_multiplier)
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|
|
|
# print_debug("be more opposite")
|
|
|
|
# move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
|
|
|
|
#
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|
|
|
velocity.x = move_direction * new_move_speed
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|
|
# elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
|
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|
|
#move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP)
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|
|
|
# print('why')
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|
|
|
var snap = Vector2.DOWN * 8
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|
|
|
# if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0):
|
|
|
|
if velocity.y < -8:
|
|
|
|
# #print("Step it up!")
|
|
|
|
snap = Vector2.ZERO
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|
|
|
# # Flip the direction of the acceleration
|
|
|
|
velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true)
|
|
|
|
# acceleration.x *= -1
|
|
|
|
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|
|
#
|
|
|
|
|
|
|
|
# # 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:
|
|
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# acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# ##TODO: I don't know where I should actually set the momentum. :
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# if sign(_move_speed_modifier) == -1: # decreased speed modifier
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# momentum.x = 0
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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# ##TODO: in most cases this should only be applied once. need to find a way to warn against this.
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# momentum.x = abs(_move_speed_modifier)
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# print("momentum applied!")
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#
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# # Reverse the accelerations if we carry over momentum but the modifier no longer applies.
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# if momentum.x > 0 and _move_speed_modifier == 0:
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# if sign(acceleration.x) == sign(momentum.x):
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# print("Whoh Woah your done.")
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# # Flip the direction of the acceleration
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# acceleration.x *= -1
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#
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#
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# # We're going to adjust our move speed only to the modifier
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# momentum.x += acceleration.x * delta
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# ##TODO: Apparently I disabled jerk some time ago for some reason.
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# current_state.jerk += _jerk_factor * delta
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#
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#
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# var new_move_speed :float = 0
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# if sign(_move_speed_modifier) == -1: # decreased speed modifier
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## MIN_SPEED = _move_speed + _move_speed_modifier
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## MAX_SPEED = _move_speed
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# momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier))
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## new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
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# new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk
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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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## MIN_SPEED = _move_speed
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## MAX_SPEED = _move_speed + _move_speed_modifier
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# momentum.x = clamp(momentum.x, 0, _move_speed_modifier )
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# new_move_speed = _move_speed + momentum.x # + jerk
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# else: # physics won't apply here
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## move_component.acceleration.x = 0
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## move_component.momentum.x = 0
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## new_move_speed = _move_speed
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# momentum.x = clamp(momentum.x, 0, MIN_SPEED )
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# new_move_speed = _move_speed + momentum.x # + jerk
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#
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# #new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
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#
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# var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x))
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#
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## if move_component.momentum.x != 0:
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# if debug_component == true:
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# 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)) +
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# ")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
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# "\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) +
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# ",A" + str(round(acceleration.x)) +
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# "\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
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# ) # str(round(jerk))
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#
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# #sim_velocity.x = move_direction * sim_move_speed
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# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
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#
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# #print(new_move_speed, " ", adjusted_move_speed)
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#
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# velocity.y += _gravity * delta
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# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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# #print(speed_multiplier)
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## move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
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# velocity.x = move_direction * new_move_speed
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# #move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP)
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# var snap = Vector2.DOWN * 8
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# if velocity.y < -8:
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# snap = Vector2.ZERO
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# velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true)
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