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