Attempt2/lib/classes/state_animated_actor.gd

96 lines
3.2 KiB
GDScript

class_name StateAnimatedActor
extends State
## Animation and movement state class
##
## A state intended to control the movement and animation
## functions of a KinimaticBody2D node.
##
## @WIP
const RELATIVE_DIRECTION = 0
# Movement Speed in Pixels Per Second
export(Vector2) var speed_start
export(Vector2) var speed_end = Vector2(0,1000)
export(Vector2) var acceleration = Vector2(0,280)
export(Vector2) var jerk_factor = Vector2(1,1)
#export(Vector2) var speed_start_positive
#export(Vector2) var speed_end_positive
#export(Vector2) var acceleration_positive
#export(Vector2) var speed_start_negative
#export(Vector2) var speed_end_negative
#export(Vector2) var acceleration_negative
# The base movement speed and accelleration
export var horizontal_speed: float = 60
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 = 1.0
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 horizontal_jerk_factor: float = 1.0
export var vertical_jerk_factor: float = 1.0
## Should this state keep the inertia from previous states
export var preserve_inertia :bool = true
## Whether this state should be considered a grounded state
export var is_grounded :bool = true
## Default state gravity is the project's gravity
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
## Variables intended to allow state receivers to communicate
var animation_finished: bool = false
var animation_frame :int = -1
var movement_stopped: bool = false
# Not sure if this should be here. probably not
export(Array, String) var animation_sequence
func enter() -> void:
# Call parent class enter
.enter()
animation_finished = false
movement_stopped = false
animation_frame = -1
#jerk = 0
return
func get_movement_parameters() -> MovementParameters:
var movement_parameters = MovementParameters.new()
movement_parameters.debug_name = name
movement_parameters.set_speed_start(RELATIVE_DIRECTION, speed_start)
#movement_parameters.speed_start = speed_start
movement_parameters.set_speed_end(RELATIVE_DIRECTION, speed_end)
#movement_parameters.speed_end = speed_end
movement_parameters.set_acceleration(RELATIVE_DIRECTION, acceleration)
#movement_parameters.acceleration = acceleration
movement_parameters.jerk_factor = jerk_factor
## Old stuff
# movement_parameters.base_move_speed.x = horizontal_speed
# movement_parameters.base_move_acceleration.x = horizontal_acceleration
# movement_parameters.move_speed_modifier.x = horizontal_speed_offset
# movement_parameters.move_speed_modifier_acceleration.x = horizontal_speed_offset_acceleration
# movement_parameters.base_move_speed.y = vertical_speed
# movement_parameters.base_move_acceleration.y = vertical_acceleration
# movement_parameters.move_speed_modifier.y = vertical_speed_offset
# movement_parameters.move_speed_modifier_acceleration.y = vertical_speed_offset_acceleration
return movement_parameters