Attempt2/lib/classes/state_modifier_movement.gd

110 lines
4.0 KiB
GDScript

class_name StateModifierMovement
extends StateModifier
#export(float, -1.0, 1, 1.0) var applied_direction = 0
#export (Transform2D) var speed = Transform2D(Vector2(0,0),Vector2(0,0),Vector2(0,0))
#export(float, EXP, -1, 1, .1) var jerk_offset = 0
## Processing Directives (help determine how the merge function works)
enum APPLIED_DIRECTIONS {
LEFT_OR_UP = -1,
RELATIVE = 0,
RIGHT_OR_DOWN = 1
}
export(APPLIED_DIRECTIONS) var direction :float = float(APPLIED_DIRECTIONS.RELATIVE) # -1, 0, 1
export(Vector2) var speed_start
export(Vector2) var speed_end
export(Vector2) var acceleration
## Movement Modifiers
#export var horizontal_speed: float = 0
#export var horizontal_acceleration: float = 0
### Movement Speed Offsets (Positive or Negative)
#export var horizontal_speed_offset: float = 0
### Applies only if offset applies
#export var horizontal_speed_offset_acceleration: float = 0
##export var jerk_factor: float = 0
#
#export var vertical_speed: float = 0
#export var vertical_acceleration: float = 0
### Movement Speed Offsets (Positive or Negative)
#export var vertical_speed_offset: float = 0
### Applies only if offset applies
#export var vertical_speed_offset_acceleration: float = 0
export var gravity: int = 0
export var only_grounded :bool = false
## Ways to determine how modifiers are applied to movement parameters
enum SUB_TYPE {
NONE, # Basic physics modifier just adds numbers
## Disallows ability to surpass zero when applied to state kinematic values
NEGATIVE_CONSTRAINT,
ONLY_ON_ZERO
}
export(SUB_TYPE) var processing_mode
func _to_string():
return "StateModifierMovement"
func reset():
.reset()
modifier_type = SUB_TYPE.NONE
# direction = 0.0
# horizontal_speed = 0
# horizontal_acceleration = 0
# ## Movement Speed Offsets (Positive or Negative)
# horizontal_speed_offset = 0
# ## Applies only if offset applies
# horizontal_speed_offset_acceleration = 0
#jerk_factor = 0
func copy(_copy_state: StateModifier):
.copy(_copy_state)
modifier_type = _copy_state.modifier_type
if _copy_state.to_string() == "StateModifierMovement":
#_copy_state.horizontal_speed = horizontal_speed
_copy_state.speed.start = speed_start
_copy_state.speed_end = speed_end
#_copy_state.horizontal_acceleration = horizontal_acceleration
_copy_state.acceleration = acceleration
## Overrident to check whether this state is a grounded and this modifier
## should only apply while in the air.
func status_check_1(condition :bool) -> bool:
var is_grounded :bool = condition
if only_grounded == true and is_grounded == false:
return false
else:
return true
func merge(_merge_from_modifier: StateModifier):
.merge(_merge_from_modifier)
is_active = _merge_from_modifier.is_active
if modifier_type != SUB_TYPE.NONE and _merge_from_modifier.modifier_type != SUB_TYPE.NONE:
push_warning( "Attempt to push modifier type over existing one. Wut du?" )
if _merge_from_modifier.to_string() == "StateModifierMovement":
if modifier_type == SUB_TYPE.NONE and _merge_from_modifier.modifier_type != SUB_TYPE.NONE:
modifier_type = _merge_from_modifier.modifier_type
##TODO: I don't really need merge functions here?
match _merge_from_modifier.modifier_type:
_:
speed_end += _merge_from_modifier.speed_end
speed_start += _merge_from_modifier.speed_start
acceleration += _merge_from_modifier.acceleration
# horizontal_speed += _merge_from_modifier.horizontal_speed
# horizontal_acceleration += _merge_from_modifier.horizontal_acceleration
# horizontal_speed_offset += _merge_from_modifier.horizontal_speed_offset
# horizontal_speed_offset_acceleration += _merge_from_modifier.horizontal_speed_offset_acceleration
# vertical_speed += _merge_from_modifier.vertical_speed
# vertical_acceleration += _merge_from_modifier.vertical_acceleration
# vertical_speed_offset += _merge_from_modifier.vertical_speed_offset
# vertical_speed_offset_acceleration += _merge_from_modifier.vertical_speed_offset_acceleration
direction = _merge_from_modifier.direction
only_grounded = _merge_from_modifier.only_grounded