Attempt2/lib/classes/movement_state_receiver.gd
2025-03-18 19:58:39 -07:00

320 lines
12 KiB
GDScript

class_name Movement_StateReceiver
extends Node
## Movement component
# attempts to interact with movement of the scene root without knowing what
# it is. It can be perhaps a static body or kinematicbody
# it doesn't actually move a node, that's what the state machine does
# but it does keep track of velocity
# I can't give it an actor node or a direct reference.
# It can use a number of detection components to help inform decisions.
export var debug_component: bool = false
onready var current_state = StateAnimatedActor.new()
onready var parent: KinematicBody2D = get_parent()
export var callable_state_machine :NodePath
var request_state_change: FuncRef
onready var desired_movement_vector: Vector2 = Vector2(0,0)
var current_movement_state: String
# Since animactor state machine can actually view properties from this type
# I'm thinking about moving the velocity tracker in here instead of player.
var velocity = Vector2(0,0)
var momentum = Vector2(0,0)
var acceleration = Vector2(0,0)
#Removing Probably not used
#var sim_velocity = Vector2(0,0)
#Can't use floats here, switched to constants.
#enum directions {UP = -1, DOWN = 1, LEFT, RIGHT}
#Removing Probably not used
#var attack_function: FuncRef
const UP = -1.0
const DOWN = 1.0
const LEFT = -1.0
const RIGHT = 1.0
func _ready():
request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
current_state = get_node(callable_state_machine).current_state
############
# These get called by the parent
############
func process_physics(delta):
move_actor_as_desired(delta)
if has_method('_state_process_physics_' + current_state.name):
call('_state_process_physics_' + current_state.name)
# more likely needed for Players
func process_physics_input(delta):
if has_method('_state_process_physics_input_' + current_state.name):
call('_state_process_physics_input_' + current_state.name)
# More likely needed for NPCs
func process(delta):
if has_method('_state_process_' + current_state.name):
call('_state_process_' + current_state.name)
# For event based input polling (Hadouken?)
func process_input(event: InputEvent):
# Reset desired movement vector
desired_movement_vector = Vector2(0,0)
if has_method('_state_process_input_' + current_state.name):
call('_state_process_input_' + current_state.name)
############
# A Series of helper functions
func go_up():
desired_movement_vector.y = UP
func go_down():
desired_movement_vector.y = DOWN
func go_left():
desired_movement_vector.x = LEFT
func go_right():
desired_movement_vector.x = RIGHT
func stop():
desired_movement_vector = Vector2(0,0)
# Return the desired direction of movement for the character
# in the range [-1, 1], where positive values indicate a desire
# to move to the right and negative values to the left.
func get_movement_direction() -> float:
return desired_movement_vector.x
# Return a boolean indicating if the character wants to jump
func wants_jump() -> bool:
return false
# Return a boolean indicating if the character wants to attack
func wants_shoot() -> bool:
return false
# Return a boolean indicating if the character wants to dash
func wants_dash() -> bool:
return false
func wants_roll() -> bool:
return false
func wants_climb() -> bool:
return false
func get_climb_shape_location() -> Vector2:
return Vector2(-1,-1)
func _on_state_change(old_state_name:String, new_state :State):
#print ("got the state change signal (MC) ", new_state.name)
# set current state to new_state
#TODO: Confirm that this is a reference to the state in the
###### State machine
if new_state is StateAnimatedActor: #Testing this. Update: It works
current_state = new_state
else:
push_warning("Received non animated Actor state.")
#current_state = new_state
func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
var _move_speed = current_state.move_speed
var _move_speed_modifier = current_state.move_speed_modifier
var _move_modifier_move_acceleration = current_state.move_modifier_move_acceleration
var _move_acceleration = current_state.move_acceleration
var _jerk_factor = current_state.jerk_factor
var _gravity = current_state.gravity
if current_state.physics_modifier:
#physics_modifier.modifier_properties.jerk_factor
#print(physics_modifier.name)
#UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
_move_speed = mod_props.move_speed
_move_speed_modifier += mod_props.move_speed_modifier
_move_acceleration += mod_props.move_acceleration
_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
_jerk_factor += mod_props.jerk_factor
var help_me_not_be_dumb = ''
# Allow us to bump out of halt.
if _move_speed == 0 and desired_movement_vector.x != 0:
_move_speed = abs(desired_movement_vector.x)
# Determine or physics movement direction
var current_x_velocity = velocity.x #move_component.velocity.x
var move_direction = 0.0
# Determine movement direction if we have momentum
if momentum.x != 0:
if x_move_direction_override == 0:
move_direction = sign(current_x_velocity)
# if move_component.desired_movement_vector.x != 0:
# # set the move direction to the desired direction
# move_direction = move_component.desired_movement_vector.x
# else:
# # Set move direction to the transform direction
# move_direction = parent.transform.x.x
else:
move_direction = x_move_direction_override
else: # No current momentum in place
if x_move_direction_override == 0:
move_direction = desired_movement_vector.x
else:
move_direction = x_move_direction_override
## TODO: I hate that I have to do this check again.
if current_state.physics_modifier:
var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
# Since move_direction is always positive
if sign(move_direction) == sign(mod_props.move_speed):
_move_speed += mod_props.move_speed
else:
_move_speed -= mod_props.move_speed
if sign(move_direction) == 0:
move_direction = sign(mod_props.move_speed) * -1
#print("doing this? ")
# Determine the maximum move speed
var MAX_SPEED :float = 0
var MIN_SPEED :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
help_me_not_be_dumb += '-SpeedMod'
# Move speed cannot go below zero with modifier applied
MIN_SPEED = _move_speed + _move_speed_modifier
# Poor man's clamp
if MIN_SPEED < 0:
MIN_SPEED = 0
MAX_SPEED = _move_speed
elif sign(_move_speed_modifier) == +1: # increased speed modifier
help_me_not_be_dumb += '+SpeedMod'
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed + _move_speed_modifier
else: # physics won't apply here
help_me_not_be_dumb += '_Speed' # Neutral Speed
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed
# get the latest aggregate acceleration
# If we have any acceleration applying
if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# The acceleration is differant
# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
if move_direction:
print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
acceleration.x = _move_modifier_move_acceleration + _move_acceleration
# If we're no longer tryingg to move int the direction of our movement and momentum.
if sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0:
if sign(_move_speed_modifier) == -1 : # decreased speed modifier
# Maybe we can compare the direction of the acceleration
# The direction of the acceleration should usually be positive at this point.
# when the modifier is negative.
if sign(move_direction) == sign(current_x_velocity):
if sign(acceleration.x) == sign(momentum.x):
print("Whoh Woah")
# Flip the direction of the acceleration
acceleration.x *= -1
if (sign(desired_movement_vector.x) == -1 and
sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
sign(current_x_velocity) == -1):
print("be more opposite")
# if sign(_move_speed_modifier) == 1: # increased speed modifier
# print("faster faster.")
elif sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0:
if sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0:
print("Step it up!")
# Flip the direction of the acceleration
acceleration.x *= -1
# Apply momentum and acceleration if a modifer exists
if momentum.x <= 0 and _move_speed_modifier !=0:
#if we're trying to move but we have no momentum applied currently
#if move_component.desired_movement_vector.x != 0:
if move_direction:
acceleration.x = _move_modifier_move_acceleration + _move_acceleration
##TODO: I don't know where I should actually set the momentum. :
if sign(_move_speed_modifier) == -1: # decreased speed modifier
momentum.x = 0
elif sign(_move_speed_modifier) == +1: # increased speed modifier
##TODO: in most cases this should only be applied once. need to find a way to warn against this.
momentum.x = abs(current_state.move_speed_modifier)
print("momentum applied!")
# Reverse the accelerations if we carry over momentum but the modifier no longer applies.
if momentum.x > 0 and _move_speed_modifier == 0:
if sign(acceleration.x) == sign(momentum.x):
print("Whoh Woah your done.")
# Flip the direction of the acceleration
acceleration.x *= -1
# We're going to adjust our move speed only to the modifier
momentum.x += acceleration.x * delta
current_state.jerk += _jerk_factor * delta
var new_move_speed :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
# MIN_SPEED = _move_speed + _move_speed_modifier
# MAX_SPEED = _move_speed
momentum.x = clamp(momentum.x, 0, abs(_move_speed_modifier))
# new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x) # + jerk
elif sign(_move_speed_modifier) == +1: # increased speed modifier
# MIN_SPEED = _move_speed
# MAX_SPEED = _move_speed + _move_speed_modifier
momentum.x = clamp(momentum.x, 0, _move_speed_modifier )
new_move_speed = _move_speed + momentum.x # + jerk
else: # physics won't apply here
# move_component.acceleration.x = 0
# move_component.momentum.x = 0
# new_move_speed = _move_speed
momentum.x = clamp(momentum.x, 0, MIN_SPEED )
new_move_speed = _move_speed + momentum.x # + jerk
#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * momentum.x))
# if move_component.momentum.x != 0:
if true:
UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(desired_movement_vector.x)) +
")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(momentum.x)) +
",A" + str(round(acceleration.x)) +
"\nVel:" + str(round(velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
) # str(round(jerk))
#sim_velocity.x = move_direction * sim_move_speed
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed)
velocity.y += _gravity * delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
#print(speed_multiplier)
# move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
velocity.x = move_direction * new_move_speed
#move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2.UP)
var snap = Vector2.DOWN * 8
if velocity.y < -8:
snap = Vector2.ZERO
velocity = parent.move_and_slide_with_snap(velocity, snap , Vector2.UP, true)