class_name MovementParameters extends Reference # Allow floats from -10 to 20 and snap the value to multiples of 0.2. export(PoolVector2Array) var _speed_start = PoolVector2Array([Vector2(0,0),Vector2(0,0),Vector2(0,0)]) export(PoolVector2Array) var _speed_end = PoolVector2Array([Vector2(0,0),Vector2(0,0),Vector2(0,0)]) ## MP accelleration is reflective of minimum maximum and adjusted accel ## It can be accessed directly now, doesn't need the direction export(Vector2) var _acceleration = Vector2(0,0) const BASE_ACCELERATION = 0 const MAX_ACCELERATION = 1 const MIN_ACCELERATION = 2 # or -1 export var jerk_factor :Vector2 var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") #var jerk: float = 0.0 ## Can be set to help with debugging the velocity controller export var debug_name :String func get_speed_start(direction :int) -> Vector2: return _speed_start[direction] func set_speed_start(direction :int, value :Vector2) -> void: _speed_start[direction] = value func get_speed_end(direction :int) -> Vector2: return _speed_end[direction] func set_speed_end(direction :int, value :Vector2) -> void: _speed_end[direction] = value func get_acceleration() -> Vector2: return _acceleration ## Sort of the conditional clamp of acceleration parameters func set_acceleration(value :Vector2, min_value :Vector2, max_value :Vector2) -> void: var adjusted_accel = value if adjusted_accel.x < min_value.x: adjusted_accel.x = min_value.x if adjusted_accel.y < min_value.y: adjusted_accel.y = min_value.y if max_value.x != 0: if adjusted_accel.x > max_value.x: adjusted_accel.x = max_value.x if max_value.y != 0: if adjusted_accel.y > max_value.y: adjusted_accel.y = max_value.y _acceleration = adjusted_accel func modify(_movement_parameters :MovementParameters): pass func apply_multiple_modifiers( _modifiers: Array, _movement_direction :Vector2): for m in _modifiers: if m is StateModifierMovement: ##TODO: Check sign of direction here or maybe further down? # if m.direction != sign(_movement_direction): # pass apply_state_modifier(m, _movement_direction) func apply_state_modifier(_modifier :StateModifierMovement, _movement_direction :Vector2): ##TODO: probably math the min and max as well somehow ## Accel processing is the same regardless of direction now set_acceleration( ( _acceleration + _modifier.acceleration), _modifier.min_acceleration, _modifier.max_acceleration ) match _modifier.processing_mode: StateModifierMovement.SUB_TYPE.NEGATIVE_CONSTRAINT: var speed :Vector2 = get_speed_start(_modifier.direction) var adjusted_move_speed = get_speed_start(_modifier.direction) + _modifier.speed_start if sign(adjusted_move_speed.x) != sign(speed.x): speed.x = 0.0 else: speed.x = adjusted_move_speed.x if sign(adjusted_move_speed.y) != sign(speed.y): speed.y = 0.0 else: speed.y = adjusted_move_speed.y set_speed_start(_modifier.direction, speed) speed = get_speed_end(_modifier.direction) adjusted_move_speed = get_speed_end(_modifier.direction) + _modifier.speed_end if sign(adjusted_move_speed.x) != sign(speed.x): speed.x = 0.0 else: speed.x = adjusted_move_speed.x if sign(adjusted_move_speed.y) != sign(speed.y): speed.y = 0.0 else: speed.y = adjusted_move_speed.y set_speed_end(_modifier.direction, speed) if (true): #DEGUG var foo = 2+2 _: set_speed_start( _modifier.direction, (get_speed_start(_modifier.direction) + _modifier.speed_start) ) set_speed_end( _modifier.direction, (get_speed_end(_modifier.direction) + _modifier.speed_end) ) if (true): #DEGUG var foo = 2+2 # UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') + # "BaseSpeed Fm:{0} To:{1}".format({"0":"%5.2f" % base_move_speed.x, "1":"%5.2f" % base_move_speed.y}) + # "\nSpeedMod Fm:{0} To:{1}".format({"0":"%5.2f" % move_speed_modifier.x, "1":"%5.2f" % move_speed_modifier.y}) + # "\nMoveAccel: {0}, {1}".format({"0":"%4.1f" % base_move_acceleration.x, "1":"%4.1f" % base_move_acceleration.y}) + # "\nType: " + str(_modifier.modifier_type) # )