class_name Movement_StateReceiver extends Node ## Movement component # attempts to interact with movement of the scene root without knowing what # it is. It can be perhaps a static body or kinematicbody # it doesn't actually move a node, that's what the state machine does # but it does keep track of velocity # I can't give it an actor node or a direct reference. # It can use a number of detection components to help inform decisions. export var debug_component: bool = false onready var current_state = StateAnimatedActor.new() onready var parent: KinematicBody2D = get_parent() export var callable_state_machine :NodePath var request_state_change: FuncRef onready var desired_movement_vector: Vector2 = Vector2(0,0) # Since animactor state machine can actually view properties from this type # I'm thinking about moving the velocity tracker in here instead of player. var velocity = Vector2(0,0) var foo_velocity = preload("res://src/classes/velocity_calculations.gd").new() #Removing Probably not used #var sim_velocity = Vector2(0,0) var physics_delta:float var process_delta:float var modifier: StateModifierMovement #Removing Probably not used #var attack_function: FuncRef const UP = -1.0 const DOWN = 1.0 const LEFT = -1.0 const RIGHT = 1.0 func _ready(): foo_velocity.debug = true ## FuncRef to request state machine change state request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state') ## Connect signal to get alerted of state change get_node(callable_state_machine).connect("state_changed", self,"_on_state_change") ## Get notified when modifiers updated get_node(callable_state_machine).connect("modifiers_updated",self,"_on_modifiers_updated") ## A reference to the current state machine state current_state = get_node(callable_state_machine).current_state ## A reference to the state machine merged modifiers #modifier = get_node(callable_state_machine).merged_animation_state_modifiers ############ ## These get called by the parent ############ func process_physics(delta): physics_delta = delta if has_method('_state_process_physics_' + current_state.name): call('_state_process_physics_' + current_state.name) # else: # move_actor_as_desired() # more likely needed for Players func process_physics_input(delta): physics_delta = delta if has_method('_state_process_physics_input_' + current_state.name): call('_state_process_physics_input_' + current_state.name) # More likely needed for NPCs func process(delta): process_delta = delta if has_method('_state_process_' + current_state.name): call('_state_process_' + current_state.name) # For event based input polling (Hadouken?) func process_unhandled_input(event: InputEvent): # Reset desired movement vector desired_movement_vector = Vector2(0,0) if has_method('_state_process_input_' + current_state.name): call('_state_process_input_' + current_state.name) ############ ############ ## A Series of helper functions ############ func go_up(): desired_movement_vector.y = UP func go_down(): desired_movement_vector.y = DOWN func go_left(): desired_movement_vector.x = LEFT func go_right(): desired_movement_vector.x = RIGHT func stop(): desired_movement_vector = Vector2(0,0) # Return the desired direction of movement for the character # in the range [-1, 1], where positive values indicate a desire # to move to the right and negative values to the left. func get_movement_direction() -> float: return desired_movement_vector.x # Return a boolean indicating if the character wants to jump func wants_jump() -> bool: return false # Return a boolean indicating if the character wants to attack func wants_shoot() -> bool: return false # Return a boolean indicating if the character wants to dash func wants_dash() -> bool: return false func wants_roll() -> bool: return false func wants_climb() -> bool: return false ############ func get_climb_shape_location() -> Vector2: return Vector2(-1,-1) func _on_state_change(old_state_name:String, new_state :State): ###### State machine if new_state is StateAnimatedActor: #Testing this. Update: It works ## Confirmed that I do neet to update the current_state with the passed state. current_state = new_state if has_method('_on_state_change_' + current_state.name): call('_on_state_change_' + current_state.name) else: push_warning("Received non animated Actor state.") #current_state = new_state func _on_modifiers_updated(_modifier_type :int, _modifier_action :int, _merged_modifier :StateModifier): ## Get reference (subscribe) to the merged modifier for movement if _merged_modifier is StateModifierMovement: print("Registered Modifier Movement: ", _merged_modifier.horizontal_speed) modifier = _merged_modifier func apply_state_modifier(movement_parameters :MovementParameters) -> MovementParameters: if modifier and modifier.is_active: if (current_state.is_grounded and modifier.only_grounded): # Should we skip movement_parameters.apply_state_modifier(modifier) return movement_parameters ## Passed in acceleration, vel, etc is applied to whatever ## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted func apply_movement_to_parent( _velocity :Vector2) -> void: var snap = Vector2.DOWN * 8 ## Disable snap when trying to jump (hacky?) if _velocity.y < -8: snap = Vector2.ZERO if parent is KinematicBody2D: foo_velocity.velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true) enum RANGE_PLACEMENT { BEFORE_RANGE = -1, WITHIN_RANGE = 0, PAST_RANGE = 1 } ## Side effects for these variables # velocity - doesn't change but uses it to set base calculations # accepts the state to determine movement, the deltatime, and an optional direction # Update: Actually should just return movement in PPS ## ## Could these be datatypes or a class? Sure var _h_impulse_applied :bool = false var _h_impulse_speed_tracking :Vector2 var _v_impulse_applied :bool = false var _v_impulse_speed_tracking :Vector2 func new_move_actor_as_desired(_delta :float, _state :StateAnimatedActor, _movement_override_normal := Vector2(0,0), _velocity_override := Vector2(0,0)) -> Vector2: var calc_velocity = Vector2.ZERO if _velocity_override.x != 0.0: calc_velocity.x = _velocity_override.x else: calc_velocity.x = velocity.x if _velocity_override.y != 0.0: calc_velocity.y = _velocity_override.y else: calc_velocity.y = velocity.y var calc_acceleration = Vector2.ZERO var calc_inertia :Vector2 #calc_inertia.x = abs(calc_velocity.x) ## We're now toing to preserve inertia direction calc_inertia.x = calc_velocity.x calc_inertia.y = calc_velocity.y var calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y)) #var calc_friction :Vector2 = Vector2.ZERO ## Determine movement direction # If there is an inertia direction from existing velocity and # no desired movement we'll continue to travel in that direction. ## ## If an override has been passed (we're ignoring input direction var move_direction = Vector2.ZERO if _movement_override_normal != Vector2.ZERO: move_direction = resolve_move_direction(calc_inertia, _movement_override_normal) else: move_direction = resolve_move_direction(calc_inertia, desired_movement_vector) var modifier_indicator := '' var movement_parameters :MovementParameters = _state.get_movement_parameters() ## Inertia only applies if there is a difference between the # base move speed and a derived move speed. This makes it so all you # have to do is provide a move speed and that is the speed we will travel. # but if a modifier applies, or an accelleration is given. # an entirely differant process occurs. # h_speed.x can be thought of as impulse speed. While h_speed.y # is the destination speed. # We move towards h_speed.y at the acceleration rate ## var h_speed = resolve_h_speed(movement_parameters) var v_speed = resolve_v_speed(movement_parameters) ## Speed will now be expected to move in the direction of travel h_speed *= move_direction.x v_speed *= move_direction.y ## Now determine placement of current velocity to speed range var h_range_placement = placement_to_speed_range(calc_velocity.x, h_speed) var v_range_placement = placement_to_speed_range(calc_velocity.y, v_speed) ## We don't want to be able to scoot our impulse speed to cheat the movement # Any non zero speed that goes opposite to our inertial direction # should only be allowed once. ## Reset the impulse when back in range # may also want to reset when hspeed is static if (h_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and _h_impulse_applied == true ): print("resetting H impulse") _h_impulse_applied = false if (v_range_placement == RANGE_PLACEMENT.WITHIN_RANGE and _v_impulse_applied == true ): print("resetting V impulse") _v_impulse_applied = false ## Acceleration is always postive because we use the # move toward functions. calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x)) ## We are always moving from h_speed.x towards y at a given rate ## if we have a difference of speed and an acceleration ##TODO: The Min Max could be augmented to just be h_speed.x and prevent the sliding. if h_speed.x != h_speed.y and calc_acceleration.x != 0.0: var direction_accel :float = calc_acceleration.x * _delta #* move_direction.x if h_speed.x > h_speed.y: direction_accel *= -1 match h_range_placement: RANGE_PLACEMENT.BEFORE_RANGE: ## Also apply impulse here if _h_impulse_applied == false: calc_inertia.x += h_speed.x _h_impulse_applied = true #impulse_applied_dir = move_direction.x calc_inertia.x = clamp(calc_inertia.x + direction_accel, min(calc_inertia.x, h_speed.y), max(calc_inertia.x, h_speed.y)) RANGE_PLACEMENT.WITHIN_RANGE: ## If we're within the range but our speed has just changed if _h_impulse_applied == false and _h_impulse_speed_tracking != h_speed: ## Set inertia to starting speed, we're already in range calc_inertia.x = h_speed.x _h_impulse_applied = true calc_inertia.x = clamp(calc_inertia.x + direction_accel, min(h_speed.x, h_speed.y), max(h_speed.x, h_speed.y)) RANGE_PLACEMENT.PAST_RANGE: calc_inertia.x = clamp(calc_inertia.x - direction_accel, # Friction min(calc_inertia.x, h_speed.y), max(calc_inertia.x, h_speed.y)) elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement if h_speed.x < h_speed.y: h_speed.x = clamp(h_speed.x,0.0,h_speed.y) ## Move back towards the base speed calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, calc_acceleration.x * _delta) else: ## inertia is just base speed calc_inertia.x = h_speed.x calc_inertial_dir.x = 0.0 # sign(calc_inertia.x) ## Another idea, just return the calculated velocity in PPS ## For now, y component of velocity is just gravity if v_speed.x != v_speed.y: ## For now gravity is just the default acceleration var direction_accel :float = movement_parameters.gravity * _delta #* move_direction.x if v_speed.x > v_speed.y: direction_accel *= -1 match v_range_placement: RANGE_PLACEMENT.BEFORE_RANGE: ## Also apply impulse here if _v_impulse_applied == false: calc_inertia.y += v_speed.x _v_impulse_applied = true #impulse_applied_dir = move_direction.x calc_inertia.y = clamp(calc_inertia.y + direction_accel, min(calc_inertia.x, v_speed.y), max(calc_inertia.x, v_speed.y)) RANGE_PLACEMENT.WITHIN_RANGE: ## If we're within the range but our speed has just changed if _v_impulse_applied == false and _v_impulse_speed_tracking != v_speed: ## Set inertia to starting speed, we're already in range calc_inertia.y = v_speed.x _v_impulse_applied = true calc_inertia.y = clamp(calc_inertia.y + direction_accel, min(v_speed.x, v_speed.y), max(v_speed.x, v_speed.y)) RANGE_PLACEMENT.PAST_RANGE: calc_inertia.y = clamp(calc_inertia.y - direction_accel, # Friction min(calc_inertia.y, v_speed.y), max(calc_inertia.y, v_speed.y)) else: ## The previous vertical movement methods calc_inertia.y += movement_parameters.gravity * _delta ## Track or last speed for in range impulses _h_impulse_speed_tracking = h_speed _v_impulse_speed_tracking = v_speed calc_velocity.y = calc_inertia.y calc_velocity.x = calc_inertia.x if debug_component: UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') + modifier_indicator + "H_Speed Fm:{0} To:{1}".format({"0":"%5.2f" % h_speed.x, "1":"%5.2f" % h_speed.y}) + "\nV_Speed Fm:{0} To:{1}".format({"0":"%5.2f" % v_speed.x, "1":"%5.2f" % v_speed.y}) + "\nSpeedRange : {0}, {1}".format({"0":"%5.2f" % h_range_placement, "1":"%5.2f" % v_range_placement}) + "\nVelocity_Calc: {0}, {1}".format({"0":"%5.2f" % calc_velocity.x, "1":"%5.2f" % calc_velocity.y}) + "\nInertia_Calc: {0}, {1}".format({"0":"%5.2f" % calc_inertia.x, "1":"%5.2f" % calc_inertia.y}) + "\nVelocity_Real: {0}, {1}".format({"0":"%5.2f" % velocity.x, "1":"%5.2f" % velocity.y}) + #"\nFriction: {0}, {1}".format({"0":"%5.2f" % calc_friction.x, "1":"%5.2f" % calc_friction.y}) + "\nAccelCalc : {0}, {1}".format({"0":"%5.2f" % calc_acceleration.x, "1":"%5.2f" % calc_acceleration.y}) + # h_range_placement #"\nLength: " + str(velocity.length()) + "\nMoveDir: {0}, {1}".format({"0":"%4.1f" % move_direction.x, "1":"%4.1f" % move_direction.y}) ) return calc_velocity func is_out_of_range(value: float, a: float, b: float) -> bool: var lower = min(a, b) var upper = max(a, b) return value <= lower or value >= upper ## Determine the trend of direction and where our current speed is # in relation to it. This should help determine the direction of # acceleration and whether we speed up or slow down. ## func placement_to_speed_range(speed: float, speed_range: Vector2) -> int: ## Actually we don't care about mix or min #var range_start :float = min(speed_range.x, speed_range.y) #var range_end :float = max(speed_range.x, speed_range.y) ## We can be at the base range to ensure impulse can happen ## Direction <-- that way if speed_range.x > speed_range.y: if speed < speed_range.x and speed >= speed_range.y: return RANGE_PLACEMENT.WITHIN_RANGE elif speed < speed_range.y: return RANGE_PLACEMENT.PAST_RANGE else: return RANGE_PLACEMENT.BEFORE_RANGE else: ## Direction --> that way if speed > speed_range.x and speed <= speed_range.y: return RANGE_PLACEMENT.WITHIN_RANGE elif speed > speed_range.y: return RANGE_PLACEMENT.PAST_RANGE else: return RANGE_PLACEMENT.BEFORE_RANGE return 0 ## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED func resolve_h_speed(_params :MovementParameters) -> Vector2: var base_speed :float = _params.base_move_speed.x ## if a speed difference applies if _params.move_speed_modifier.x != 0: var speed_differance = base_speed + _params.move_speed_modifier.x return(Vector2(base_speed, speed_differance)) return Vector2(base_speed,base_speed) func resolve_v_speed(_params :MovementParameters) -> Vector2: var base_speed :float = _params.base_move_speed.y ## if a speed difference applies if _params.move_speed_modifier.y != 0: var speed_differance = base_speed + _params.move_speed_modifier.y return(Vector2(base_speed, speed_differance)) return Vector2(base_speed,base_speed) func resolve_h_acceleration(_params :MovementParameters, _move_direction :float) -> float: ## TODO: Adjust for jerk, determine if we're currently experiencing accel ## if a speed difference applies var _acceleration :float = 0.0 var base_speed :float = _params.base_move_speed.x if _params.move_speed_modifier.x != 0: var speed_differance = base_speed + _params.move_speed_modifier.x _acceleration = _params.base_move_acceleration.x + _params.move_speed_modifier_acceleration.x ##WIP: Add part where offset acceleration only applies until the inertia equals the offset or whatever # if sign(_params["_base_h_move_modifier_move_acceleration"]) == -1 and abs(_inertia.x) >= speed_differance: # #print("I should add the modifier acceleration maybe?") # _acceleration += _params["_base_h_move_modifier_move_acceleration"] # else: # print ("not yet.") else: _acceleration = _params.base_move_acceleration.x ## This works but I want to try something differant. # if _inertia.x != 0.0 and sign(_inertia.x) != sign(_move_direction): # return _acceleration * -1 # elif sign(_move_direction) != 0: # ## If no velocity or it matches just return as is. # return _acceleration if sign(_move_direction) != 0: return _acceleration # No accel returned unless intended return 0.0 func resolve_move_direction(_momentum :Vector2, _movement_direction :Vector2) -> Vector2: var horizontal_movement_direction:float if sign(_movement_direction.x): ## We're trying to move horizontal_movement_direction = sign(_movement_direction.x) elif sign(_momentum.x): ## We still have momentum but not trying to move horizontal_movement_direction = sign(_momentum.x) var vertical_movement_direction:float if sign(_movement_direction.y): vertical_movement_direction = sign(_movement_direction.y) elif sign(_momentum.y): vertical_movement_direction = sign(_momentum.y) return Vector2(horizontal_movement_direction, vertical_movement_direction)