313 lines
12 KiB
GDScript
313 lines
12 KiB
GDScript
class_name VelocityController
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var velocity :Vector2
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var debug :bool = false
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const RELATIVE_DIRECTION = 0
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const POSITIVE_DIRECTION = 1
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const NEGATIVE_DIRECTION = -1
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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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## 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 calculate_velocity(_delta :float,
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movement_parameters :MovementParameters,
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_movement_direction := 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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## 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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move_direction = resolve_move_direction(calc_inertia, _movement_direction)
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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 start_speed :float = (
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(movement_parameters.get_speed_start(RELATIVE_DIRECTION).x * move_direction.x) +
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(movement_parameters.get_speed_start(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) +
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(movement_parameters.get_speed_start(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION)
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)
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var end_speed :float = (
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(movement_parameters.get_speed_end(RELATIVE_DIRECTION).x * move_direction.x) +
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(movement_parameters.get_speed_end(POSITIVE_DIRECTION).x * POSITIVE_DIRECTION) +
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(movement_parameters.get_speed_end(NEGATIVE_DIRECTION).x * NEGATIVE_DIRECTION)
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)
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var h_speed = Vector2(start_speed, end_speed)
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start_speed = (
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(movement_parameters.get_speed_start(RELATIVE_DIRECTION).y * move_direction.y) +
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(movement_parameters.get_speed_start(POSITIVE_DIRECTION).y * POSITIVE_DIRECTION) +
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(movement_parameters.get_speed_start(NEGATIVE_DIRECTION).y * NEGATIVE_DIRECTION)
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)
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end_speed = (
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(movement_parameters.get_speed_end(RELATIVE_DIRECTION).y * move_direction.y) +
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(movement_parameters.get_speed_end(POSITIVE_DIRECTION).y * POSITIVE_DIRECTION) +
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(movement_parameters.get_speed_end(NEGATIVE_DIRECTION).y * NEGATIVE_DIRECTION)
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)
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var v_speed = Vector2(start_speed, end_speed)
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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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## Acceleration is always postive because we use the current inertia
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## placement to the movement range to determine direction of movement.
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if sign(move_direction.x) != 0:
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#calc_acceleration.x = abs(movement_parameters.get_acceleration(0).x)
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calc_acceleration.x = movement_parameters.get_acceleration().x
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assert(calc_acceleration.x >= 0, "Negative X Acceleration shouln't happen")
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if sign(move_direction.y) != 0:
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calc_acceleration.y = movement_parameters.get_acceleration().y
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assert(calc_acceleration.y >= 0, "Negative Y Acceleration shouln't happen")
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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 and
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_h_impulse_speed_tracking != h_speed):
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if debug:
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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 and
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_v_impulse_speed_tracking != v_speed):
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if debug:
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print("resetting V impulse")
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_v_impulse_applied = false
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## Separate impulse function
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if _h_impulse_applied == false:# and _h_impulse_speed_tracking != h_speed:
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#(range_placement :int, inertia :float, impulse_speed_range :Vector2)
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#_h_impulse_speed_tracking = apply_impulse(h_range_placement, calc_inertia.x, h_speed )
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var impulse_inertia = apply_impulse(h_range_placement, _h_impulse_speed_tracking , h_speed )
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if impulse_inertia != calc_inertia.x: ## We have an impulse to apply
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if debug:
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print("Applying H impulse")
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#var foo = 2+2
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_h_impulse_speed_tracking = h_speed
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_h_impulse_applied = true
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## We want to add impulse in the direction of movement so we need to determine
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## what that is.
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calc_inertia.x += impulse_inertia
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if _v_impulse_applied == false:# and _v_impulse_speed_tracking != v_speed:
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var impulse_inertia = apply_impulse(v_range_placement, _v_impulse_speed_tracking, v_speed)
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if impulse_inertia != calc_inertia.y:
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_v_impulse_speed_tracking = v_speed
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_v_impulse_applied = true
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calc_inertia.y += impulse_inertia
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if debug and movement_parameters.debug_name == 'jump':
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var foo = 2+2
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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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calc_inertia.x = resolve_inertia(
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h_range_placement,
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calc_inertia.x ,
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h_speed,
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(calc_acceleration.x * _delta)
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)
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calc_inertia.y = resolve_inertia(
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v_range_placement,
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calc_inertia.y ,
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v_speed,
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(calc_acceleration.y * _delta)
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)
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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:
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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"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_inertia
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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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##TODO: Do I also need an equivalent
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if is_equal_approx(speed, speed_range.x) or is_equal_approx(speed, speed_range.y):
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return RANGE_PLACEMENT.WITHIN_RANGE
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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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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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func apply_impulse(range_placement :int, tracking_range :Vector2, impulse_speed_range :Vector2) -> float:
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match range_placement:
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RANGE_PLACEMENT.BEFORE_RANGE:
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# inertia += impulse_speed_range.x
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# return inertia
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return impulse_speed_range.x
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RANGE_PLACEMENT.WITHIN_RANGE:
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var track_stuff = placement_to_speed_range(tracking_range.x, impulse_speed_range)
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if tracking_range != impulse_speed_range:
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## Set inertia to starting speed, we're already in range
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return impulse_speed_range.x
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RANGE_PLACEMENT.PAST_RANGE:
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## If this is a reduced speed move otherwise we usually want to slow down
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## because we're past the range
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if abs(impulse_speed_range.x) > abs(impulse_speed_range.y):
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# inertia = impulse_speed_range.x
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# return inertia
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return impulse_speed_range.x
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return 0.0
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func resolve_inertia(range_placement :int,
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inertia :float ,
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speed_range :Vector2, delta_acceleration :float) -> float:
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if speed_range.x != speed_range.y and is_zero_approx(delta_acceleration) == false:
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var direction_accel :float = delta_acceleration #* move_direction.x
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if speed_range.x > speed_range.y:
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direction_accel *= -1
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match 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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# inertia += speed_range.x
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# _h_impulse_applied = true
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#impulse_applied_dir = move_direction.x
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inertia = clamp(inertia + direction_accel,
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min(inertia, speed_range.y),
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max(inertia, speed_range.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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inertia = clamp(inertia + direction_accel,
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min(inertia, speed_range.y),
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max(inertia, speed_range.y))
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RANGE_PLACEMENT.PAST_RANGE:
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# if _h_impulse_applied == false and abs(speed_range.x) > abs(speed_range.y):
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# inertia = speed_range.x
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# _h_impulse_applied = true
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inertia = clamp(inertia - direction_accel, # Friction
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min(inertia, speed_range.y),
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max(inertia, speed_range.y))
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elif inertia != 0.0 and is_zero_approx(delta_acceleration) == false: ## We still have inertia but no difference in movement
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var clamped_speed = speed_range.x
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if speed_range.x < speed_range.y:
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clamped_speed = clamp(speed_range.x,0.0,speed_range.y)
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## Move back towards the base speed
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inertia = move_toward(inertia, clamped_speed, delta_acceleration)
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else:
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## inertia is just base speed
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inertia = speed_range.x
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if debug and speed_range.x == -90:
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var foo = 2+2
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return inertia
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