Attempt2/src/actors/players/playerD/states/dash.gd
2025-03-08 15:51:56 -08:00

79 lines
2.8 KiB
GDScript

extends StateAnimatedActor
export (NodePath) var fall_node
export (NodePath) var idle_node
export (NodePath) var attack_node
export (NodePath) var jump_node
onready var jump_state: State = get_node(jump_node)
onready var fall_state: State = get_node(fall_node)
onready var idle_state: State = get_node(idle_node)
onready var attack_state: State = get_node(attack_node)
#var speed_decay_rate := 1.0
func process_physics(delta: float) -> State:
# if move_component.wants_shoot():
# return attack_state
if move_component.wants_jump():
return jump_state
# Move the last direction we were facing.
move_actor_as_desired(delta, parent.transform.x.x)
# # Assuming adjusted_move_speed is set to the mood speed modifier on state entry
# # Move speed is the base speed plus the modifier minus the decay adjusted for time
# jerk += jerk_factor * delta
# adjusted_move_speed += move_modifier_move_acceleration * delta
# var new_move_speed = move_speed + (move_acceleration * delta) + adjusted_move_speed + jerk
#
# # A really crappy normalization to prevent modifying past the base move speed.
# if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier
# #print("nope1")
# new_move_speed = move_speed
# elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier
# #print("nope2")
# new_move_speed = move_speed
# else:
# UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#
# #print(new_move_speed, " ", adjusted_move_speed)
#
# move_component.velocity.y += gravity * delta
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# #print(speed_multiplier)
# move_component.velocity.x = parent.transform.x.x * new_move_speed
# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
## Trying a whole new model
# var new_move_speed = move_speed * speed_multiplier
# if speed_multiplier > 1.0:
# print("PPS: ", new_move_speed * delta)
# speed_multiplier -= delta * (speed_decay_rate * speed_multiplier)
# #speed_decay_rate += delta * speed_decay_rate
#
# elif speed_multiplier < 1.0:
# speed_multiplier += delta * (speed_decay_rate * speed_multiplier)
# #speed_decay_rate += delta * speed_decay_rate
#
# # Deadzone
# if speed_multiplier < 1.1 and speed_multiplier > 0.9:
# speed_multiplier = 1.0
#
# move_component.velocity.y += gravity * delta
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# #print(speed_multiplier)
# move_component.velocity.x = parent.transform.x.x * new_move_speed
# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
if move_component.velocity.x == 0.0 or animations.playing == false:
if !parent.is_on_floor():
return fall_state
else:
return idle_state
return null