652 lines
26 KiB
GDScript
652 lines
26 KiB
GDScript
class_name Movement_StateReceiver
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extends Node
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## Movement component
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# attempts to interact with movement of the scene root without knowing what
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# it is. It can be perhaps a static body or kinematicbody
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# it doesn't actually move a node, that's what the state machine does
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# but it does keep track of velocity
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# I can't give it an actor node or a direct reference.
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# It can use a number of detection components to help inform decisions.
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export var debug_component: bool = false
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onready var current_state = StateAnimatedActor.new()
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onready var parent: KinematicBody2D = get_parent()
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export var callable_state_machine :NodePath
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var request_state_change: FuncRef
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onready var desired_movement_vector: Vector2 = Vector2(0,0)
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# Since animactor state machine can actually view properties from this type
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# I'm thinking about moving the velocity tracker in here instead of player.
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var velocity = Vector2(0,0)
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#var momentum = Vector2(0,0)
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#var inertia = Vector2(0,0)
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#var acceleration = Vector2(0,0)
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#Removing Probably not used
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#var sim_velocity = Vector2(0,0)
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var physics_delta:float
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var process_delta:float
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var modifier: StateModifierMovement
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#Removing Probably not used
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#var attack_function: FuncRef
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const UP = -1.0
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const DOWN = 1.0
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const LEFT = -1.0
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const RIGHT = 1.0
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func _ready():
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## FuncRef to request state machine change state
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request_state_change = funcref(get_node(callable_state_machine), 'change_to_known_state')
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## Connect signal to get alerted of state change
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get_node(callable_state_machine).connect("state_changed", self,"_on_state_change")
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## Get notified when modifiers updated
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get_node(callable_state_machine).connect("modifiers_updated",self,"_on_modifiers_updated")
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## A reference to the current state machine state
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current_state = get_node(callable_state_machine).current_state
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## A reference to the state machine merged modifiers
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#modifier = get_node(callable_state_machine).merged_animation_state_modifiers
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############
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## These get called by the parent
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############
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func process_physics(delta):
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physics_delta = delta
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if has_method('_state_process_physics_' + current_state.name):
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call('_state_process_physics_' + current_state.name)
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# else:
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# move_actor_as_desired()
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# more likely needed for Players
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func process_physics_input(delta):
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physics_delta = delta
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if has_method('_state_process_physics_input_' + current_state.name):
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call('_state_process_physics_input_' + current_state.name)
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# More likely needed for NPCs
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func process(delta):
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process_delta = delta
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if has_method('_state_process_' + current_state.name):
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call('_state_process_' + current_state.name)
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# For event based input polling (Hadouken?)
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func process_unhandled_input(event: InputEvent):
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# Reset desired movement vector
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desired_movement_vector = Vector2(0,0)
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if has_method('_state_process_input_' + current_state.name):
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call('_state_process_input_' + current_state.name)
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############
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############
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## A Series of helper functions
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############
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func go_up():
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desired_movement_vector.y = UP
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func go_down():
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desired_movement_vector.y = DOWN
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func go_left():
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desired_movement_vector.x = LEFT
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func go_right():
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desired_movement_vector.x = RIGHT
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func stop():
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desired_movement_vector = Vector2(0,0)
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# Return the desired direction of movement for the character
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# in the range [-1, 1], where positive values indicate a desire
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# to move to the right and negative values to the left.
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func get_movement_direction() -> float:
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return desired_movement_vector.x
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# Return a boolean indicating if the character wants to jump
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func wants_jump() -> bool:
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return false
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# Return a boolean indicating if the character wants to attack
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func wants_shoot() -> bool:
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return false
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# Return a boolean indicating if the character wants to dash
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func wants_dash() -> bool:
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return false
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func wants_roll() -> bool:
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return false
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func wants_climb() -> bool:
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return false
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############
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func get_climb_shape_location() -> Vector2:
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return Vector2(-1,-1)
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func _on_state_change(old_state_name:String, new_state :State):
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###### State machine
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if new_state is StateAnimatedActor: #Testing this. Update: It works
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## Confirmed that I do neet to update the current_state with the passed state.
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current_state = new_state
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if has_method('_on_state_change_' + current_state.name):
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call('_on_state_change_' + current_state.name)
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else:
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push_warning("Received non animated Actor state.")
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#current_state = new_state
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func _on_modifiers_updated(_modifier_type :int, _modifier_action :int, _merged_modifier :StateModifier):
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## Get reference (subscribe) to the merged modifier for movement
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if _merged_modifier is StateModifierMovement:
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print("Registered Modifier Movement: ", _merged_modifier.horizontal_speed)
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modifier = _merged_modifier
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## Side effects for these variables
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# velocity - doesn't change but uses it to set base calculations
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# accepts the state to determine movement, the deltatime, and an optional direction
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# Update: Actually should just return movement in PPS
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##
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#var calc_inertia = velocity.abs()
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#var calc_inertial_dir :Vector2
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var debug_speed_tracker :Vector2
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var impulse_applied_dir :float = 0.0
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var impulse_applied :bool = false
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func new_move_actor_as_desired(_delta :float,
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_state :StateAnimatedActor,
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_movement_override_normal := Vector2(0,0),
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_velocity_override := Vector2(0,0)) -> Vector2:
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if _state.name == 'jump':
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var foo = 2+2 # break
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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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var calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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#var calc_friction :Vector2 = Vector2.ZERO
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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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if _movement_override_normal != Vector2.ZERO:
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move_direction = resolve_move_direction(calc_inertia, _movement_override_normal)
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else:
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move_direction = resolve_move_direction(calc_inertia, desired_movement_vector)
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##WIP: the impulse logic just doesn't work still, below is another attempt
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# if impulse_applied_dir != move_direction.x and sign(calc_velocity.x) != impulse_applied_dir:
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# print("resetting impulse")
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# impulse_applied = false
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# impulse_applied_dir = sign(move_direction.x)
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var modifier_indicator := ''
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var movement_parameters :MovementParameters = _state.get_movement_parameters()
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if modifier and modifier.is_active:
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if (_state.is_grounded and modifier.only_grounded): # Should we skip
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modifier_indicator = '*'
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if _state.name == 'jump':
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var foo = 2+2 # break
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movement_parameters.apply_state_modifier(modifier, move_direction.x)
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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 h_speed = resolve_h_speed(movement_parameters)
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var v_speed = resolve_v_speed(movement_parameters)
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## Speed will now be expected to move in the direction of travel
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h_speed *= move_direction.x
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v_speed *= move_direction.y
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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 (is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) == false and
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impulse_applied == true ):
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print("resetting impulse")
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impulse_applied = false
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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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## Acceleration is always postive because we use the
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# move toward functions.
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calc_acceleration.x = abs(resolve_h_acceleration(movement_parameters, move_direction.x))
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## Direction of inertia not equal to move direction
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## If inertia is applying in a direction
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# if calc_inertial_dir.x:
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# ## And it doesn't apply in the same direction as our movement direction
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# if calc_inertial_dir.x != sign(move_direction.x):
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# ## Apply the direction of acceleration and apply as friction
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# # Friction allows the inertia to trend toward 0 instead of the
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# # 'To' direction of speed.
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# ##
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# #calc_friction.x = calc_acceleration.x * -1
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# calc_friction.x = abs(calc_acceleration.x)
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# calc_acceleration.x = 0.0
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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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if h_speed.x != h_speed.y and calc_acceleration.x != 0.0:
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## Start speed really shouldn't be less than zero (modifiers can do this)
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## If we have mismatched signs we'll get really bad behavior
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if (h_speed.x != 0 and h_speed.y != 0 ) and sign(h_speed.y) != sign(h_speed.x):
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if h_speed.x < h_speed.y:
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h_speed.x = clamp(h_speed.x, 0.0, h_speed.y)
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else:
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h_speed.y = clamp(h_speed.y, 0.0, h_speed.x)
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##TODO: Find a better way to apply impulse on target velocity changes.
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## Determine whether we should apply impulse
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## If there is currently no inertia apply the base h_speed
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## If the direction of our inertia is different to our intended speed direction
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# and the inertia is not already in range of the movement speed, apply impulse.
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# range part is working but we need to also apply it when we have zero
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# velocity, hopefully we're at full stop at this point
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##
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if sign(calc_inertia.x) != sign(h_speed.x):
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## Only if inertia is not already in range.
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# if calc_inertia.x <= h_speed.x or calc_inertia.x >= h_speed.y:
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if is_out_of_range(calc_inertia.x, h_speed.x, h_speed.y) or h_speed != debug_speed_tracker:
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## ? But we only want to do this once though.
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if impulse_applied == false:
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calc_inertia.x += h_speed.x
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impulse_applied = true
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impulse_applied_dir = move_direction.x
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print(impulse_applied_dir, " Movement Impulse applied: ", h_speed.x)
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debug_speed_tracker = h_speed
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# elif calc_inertia.x != 0.0:
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# ##WIP: attempts to apply start speed only once
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# if h_speed.x < h_speed.y:
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# if calc_inertia.x < h_speed.x and sign(move_direction.x) == calc_inertial_dir.x:
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# calc_inertia.x = h_speed.x
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# elif h_speed.x > h_speed.y:
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# if calc_inertia.x > h_speed.x and sign(move_direction.x) == calc_inertial_dir.x:
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# calc_inertia.x = h_speed.x
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if modifier and modifier.is_active:
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var foo = 2+2 # breakpoint check
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## Apply acceleration
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, calc_acceleration.x * _delta)
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## Apply friction
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#calc_inertia.x = move_toward(calc_inertia.x, 0, abs(calc_friction.x * _delta))
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elif calc_inertia.x != 0.0 and calc_acceleration.x != 0.0: ## We still have inertia but no difference in movement
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if h_speed.x < h_speed.y:
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h_speed.x = clamp(h_speed.x,0.0,h_speed.y)
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## Move back towards the base speed
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, calc_acceleration.x * _delta)
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# if (h_speed != debug_speed_tracker):
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# print("Inertia SpeedShift: ", debug_speed_tracker, h_speed, (0.0 == -0.0))
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# debug_speed_tracker = h_speed
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else:
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## inertia is just base speed
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calc_inertia.x = h_speed.x
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calc_inertial_dir.x = 0.0 # sign(calc_inertia.x)
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debug_speed_tracker = h_speed
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# if move_direction.x == 0:
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# calc_inertial_dir.x = sign(h_speed.x)
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## Another idea, just return the calculated velocity in PPS
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## For now, y component of velocity is just gravity
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if v_speed.x != v_speed.y: ## For now gravity is just the default acceleration
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if (v_speed.x != 0 and v_speed.y != 0) and sign(v_speed.y) != sign(v_speed.x):
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if v_speed.x < v_speed.y:
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v_speed.x = clamp(v_speed.x, 0.0, v_speed.y)
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else:
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v_speed.y = clamp(v_speed.y, 0.0, v_speed.x)
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#print (is_out_of_range(calc_inertia.y, v_speed.x - sign(v_speed.x), v_speed.y - sign(v_speed.y)))
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if is_out_of_range(calc_inertia.y, v_speed.x , v_speed.y):
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## ? But we only want to do this once though.
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calc_inertia.y += v_speed.x
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## Apply acceleration
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calc_inertia.y = move_toward(calc_inertia.y, v_speed.y, movement_parameters.gravity * _delta)
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else:
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## The previous vertical movement methods
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calc_inertia.y += movement_parameters.gravity * _delta
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calc_velocity.y = calc_inertia.y
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## calc x component of felicty
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## Can't do it this way when we have initia
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#calc_velocity.x = calc_inertia.x * move_direction.x
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## Control, direction can only be controlled when overcome inertia direction.
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# if calc_inertial_dir.x != 0:
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# calc_velocity.x = calc_inertia.x * calc_inertial_dir.x
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# else:
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# calc_velocity.x = calc_inertia.x * move_direction.x
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calc_velocity.x = calc_inertia.x
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## Attempting to move this to the top
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#calc_inertial_dir = Vector2(sign(calc_velocity.x),sign(calc_velocity.y))
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UiManager.debug_text = ( #"H_Speed x Dir: " + str(h_speed) + str('duh') +
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modifier_indicator + "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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"\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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#"\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_velocity
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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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## Passed in acceleration, vel, etc is applied to whatever
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## the parent is. If Kinematic then move_and_slide, otherwise manually adjusted
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func apply_movement_to_parent( _velocity :Vector2) -> void:
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var snap = Vector2.DOWN * 8
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## Disable snap when trying to jump (hacky?)
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if _velocity.y < -8:
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snap = Vector2.ZERO
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if parent is KinematicBody2D:
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velocity = parent.move_and_slide_with_snap(_velocity, snap , Vector2.UP, true)
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## Returns an Vector where x is MIN_SPEED and y is MAX_SPEED
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func resolve_h_speed(_params :MovementParameters) -> Vector2:
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var base_speed :float = _params.base_move_speed.x
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## if a speed difference applies
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if _params.move_speed_modifier.x != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.x
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return(Vector2(base_speed, speed_differance))
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return Vector2(base_speed,base_speed)
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func resolve_v_speed(_params :MovementParameters) -> Vector2:
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var base_speed :float = _params.base_move_speed.y
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## if a speed difference applies
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if _params.move_speed_modifier.y != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.y
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return(Vector2(base_speed, speed_differance))
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return Vector2(base_speed,base_speed)
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func resolve_h_acceleration(_params :MovementParameters, _move_direction :float) -> float:
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## TODO: Adjust for jerk, determine if we're currently experiencing accel
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## if a speed difference applies
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var _acceleration :float = 0.0
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var base_speed :float = _params.base_move_speed.x
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if _params.move_speed_modifier.x != 0:
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var speed_differance = base_speed + _params.move_speed_modifier.x
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_acceleration = _params.base_move_acceleration.x + _params.move_speed_modifier_acceleration.x
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##WIP: Add part where offset acceleration only applies until the inertia equals the offset or whatever
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# if sign(_params["_base_h_move_modifier_move_acceleration"]) == -1 and abs(_inertia.x) >= speed_differance:
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# #print("I should add the modifier acceleration maybe?")
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# _acceleration += _params["_base_h_move_modifier_move_acceleration"]
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# else:
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# print ("not yet.")
|
|
else:
|
|
_acceleration = _params.base_move_acceleration.x
|
|
|
|
## This works but I want to try something differant.
|
|
# if _inertia.x != 0.0 and sign(_inertia.x) != sign(_move_direction):
|
|
# return _acceleration * -1
|
|
# elif sign(_move_direction) != 0:
|
|
# ## If no velocity or it matches just return as is.
|
|
# return _acceleration
|
|
|
|
if sign(_move_direction) != 0:
|
|
return _acceleration
|
|
|
|
# No accel returned unless intended
|
|
return 0.0
|
|
|
|
func resolve_move_direction(_momentum :Vector2,
|
|
_movement_direction :Vector2) -> Vector2:
|
|
var horizontal_movement_direction:float
|
|
if sign(_movement_direction.x): ## We're trying to move
|
|
horizontal_movement_direction = sign(_movement_direction.x)
|
|
elif sign(_momentum.x): ## We still have momentum but not trying to move
|
|
horizontal_movement_direction = sign(_momentum.x)
|
|
|
|
var vertical_movement_direction:float
|
|
if sign(_movement_direction.y):
|
|
vertical_movement_direction = sign(_movement_direction.y)
|
|
elif sign(_momentum.y):
|
|
vertical_movement_direction = sign(_momentum.y)
|
|
|
|
return Vector2(horizontal_movement_direction, vertical_movement_direction)
|
|
|
|
|
|
## About to DEPR this one for redesigned one above
|
|
#func move_actor_as_desired( x_move_direction_override: float = 0):
|
|
# var delta:float = physics_delta
|
|
# var _move_speed = current_state.horizontal_speed
|
|
# var _move_acceleration = current_state.horizontal_acceleration
|
|
# var _move_speed_modifier = current_state.horizontal_speed_offset
|
|
# var _move_modifier_move_acceleration = current_state.horizontal_speed_offset_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):
|
|
# acceleration.x *= -1
|
|
# # print("Whoh Woah")
|
|
# # Flip the direction of the acceleration
|
|
# 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_debug("be more opposite")
|
|
#
|
|
# elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
|
|
# print('why')
|
|
# 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(_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
|
|
# ##TODO: Apparently I disabled jerk some time ago for some reason.
|
|
# 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 debug_component == 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)
|
|
|