568 lines
23 KiB
GDScript
568 lines
23 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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## 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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## 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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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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## Calculated movement speed.
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# var movement_params :Dictionary = {
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# "_base_h_move_speed" : _state.horizontal_speed,
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# "_base_h_move_acceleration" : _state.horizontal_acceleration,
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# "_base_h_move_speed_modifier" : _state.horizontal_speed_offset,
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# "_base_h_move_modifier_move_acceleration" : _state.horizontal_speed_offset_acceleration,
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# "_jerk_factor" : _state.jerk_factor,
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# "_gravity" : _state.gravity
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# }
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var movement_parameters :MovementParameters = _state.get_movement_parameters()
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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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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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## 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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##
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var h_speed = resolve_h_speed(movement_parameters)
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#if h_speed != Vector2.ZERO:
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# pass
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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_inertial_dir, _movement_override_normal)
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else:
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move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector)
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## Which direction will acceleration be applied.
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calc_acceleration.x = resolve_h_acceleration(movement_parameters, calc_velocity, 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
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if h_speed.x != h_speed.y:
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debug_speed_tracker = h_speed
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## Clamp inertia to in between speed.
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# Problem is that we can suddenly gain or lose inertia.
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##
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# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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# h_speed.x , h_speed.y)
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## If there is currently no inertia apply the base h_speed
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if calc_inertia.x == 0.0:
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calc_inertia.x = h_speed.x
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elif calc_inertia.x != 0.0:
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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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## Apply acceleration
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, abs(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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## Working but trying something new:
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# if h_speed.y > h_speed.x:
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# calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, (calc_acceleration.x * _delta))
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# else:
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# ## use of move_toward forcing need to apply negative accel as postitive.
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# #calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, abs(calc_acceleration.x * _delta))
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# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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# h_speed.y , h_speed.x)
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elif calc_inertia.x != 0.0: ## We still have inertia but no difference in movement
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if calc_acceleration.x != 0.0: # We are applying acceleration
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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, abs(calc_acceleration.x * _delta))
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## This was working but trying to simplify with just move_toward
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# if calc_inertia.x < h_speed.x:
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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# calc_inertia.x, h_speed.x)
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# else:
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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# h_speed.x, calc_inertia.x)
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else: ## No longer applying acceleration
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## Neutralize the inertia? but how?
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## Recalc the acceleration with inertia
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#var friction :Vector2
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calc_friction.x = resolve_h_acceleration(movement_parameters,Vector2(calc_inertia.x, h_speed.x), move_direction.x)
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if calc_friction.x != 0.0: ## No dapening acceleration applies
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#calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, ( calc_friction.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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else:
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## no residual acceleration (friction) applies, kill the momentum
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calc_inertia.x = 0.0
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calc_inertial_dir.x = 0.0
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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
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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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#calc_velocity.y = movement_params["_gravity"] * Vector2.DOWN.y
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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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## 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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"H_Speed Fm:{0} To:{1}".format({"0":"%5.2f" % h_speed.x, "1":"%5.2f" % h_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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## 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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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_h_acceleration(_params :MovementParameters, _inertia :Vector2, _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.")
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else:
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_acceleration = _params.base_move_acceleration.x
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## This works but I want to try something differant.
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# if _inertia.x != 0.0 and sign(_inertia.x) != sign(_move_direction):
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# return _acceleration * -1
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# elif sign(_move_direction) != 0:
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# ## If no velocity or it matches just return as is.
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# return _acceleration
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if sign(_move_direction) != 0:
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return _acceleration
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# No accel returned unless intended
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return 0.0
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func resolve_move_direction(_momentum :Vector2,
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_movement_direction :Vector2) -> Vector2:
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var horizontal_movement_direction:float
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if sign(_movement_direction.x): ## We're trying to move
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horizontal_movement_direction = sign(_movement_direction.x)
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elif sign(_momentum.x): ## We still have momentum but not trying to move
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horizontal_movement_direction = sign(_momentum.x)
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return Vector2(horizontal_movement_direction,0)
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## About to DEPR this one for redesigned one above
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func move_actor_as_desired( x_move_direction_override: float = 0):
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var delta:float = physics_delta
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var _move_speed = current_state.horizontal_speed
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var _move_acceleration = current_state.horizontal_acceleration
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var _move_speed_modifier = current_state.horizontal_speed_offset
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var _move_modifier_move_acceleration = current_state.horizontal_speed_offset_acceleration
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var _jerk_factor = current_state.jerk_factor
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var _gravity = current_state.gravity
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# if current_state.physics_modifier:
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# #physics_modifier.modifier_properties.jerk_factor
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# #print(physics_modifier.name)
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# #UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
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# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
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# if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
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# _move_speed = mod_props.move_speed
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# _move_speed_modifier += mod_props.move_speed_modifier
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# _move_acceleration += mod_props.move_acceleration
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# _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
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# _jerk_factor += mod_props.jerk_factor
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var help_me_not_be_dumb = ''
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# Allow us to bump out of halt.
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if _move_speed == 0 and desired_movement_vector.x != 0:
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_move_speed = abs(desired_movement_vector.x)
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# Determine or physics movement direction
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var current_x_velocity = velocity.x #move_component.velocity.x
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var move_direction = 0.0
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# Determine movement direction if we have momentum
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if momentum.x != 0:
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if x_move_direction_override == 0:
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move_direction = sign(current_x_velocity)
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# if move_component.desired_movement_vector.x != 0:
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# # set the move direction to the desired direction
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# move_direction = move_component.desired_movement_vector.x
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# else:
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# # Set move direction to the transform direction
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# move_direction = parent.transform.x.x
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else:
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move_direction = x_move_direction_override
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else: # No current momentum in place
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if x_move_direction_override == 0:
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move_direction = desired_movement_vector.x
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else:
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move_direction = x_move_direction_override
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## TODO: I hate that I have to do this check again.
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# if current_state.physics_modifier:
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# var mod_props :ModifierProperties = current_state.physics_modifier.get_modifier_properties()
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# if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
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# # Since move_direction is always positive
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# if sign(move_direction) == sign(mod_props.move_speed):
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# _move_speed += mod_props.move_speed
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# else:
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# _move_speed -= mod_props.move_speed
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# if sign(move_direction) == 0:
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# move_direction = sign(mod_props.move_speed) * -1
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# #print("doing this? ")
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# Determine the maximum move speed
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var MAX_SPEED :float = 0
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var MIN_SPEED :float = 0
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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help_me_not_be_dumb += '-SpeedMod'
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# Move speed cannot go below zero with modifier applied
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MIN_SPEED = _move_speed + _move_speed_modifier
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# Poor man's clamp
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if MIN_SPEED < 0:
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MIN_SPEED = 0
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MAX_SPEED = _move_speed
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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help_me_not_be_dumb += '+SpeedMod'
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MIN_SPEED = _move_speed
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MAX_SPEED = _move_speed + _move_speed_modifier
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else: # physics won't apply here
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help_me_not_be_dumb += '_Speed' # Neutral Speed
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MIN_SPEED = _move_speed
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MAX_SPEED = _move_speed
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# get the latest aggregate acceleration
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# If we have any acceleration applying
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if (_move_modifier_move_acceleration + _move_acceleration) != 0:
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# The acceleration is differant
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# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
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if abs(acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
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if move_direction:
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#print("Acceleration changed.", abs(acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
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acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# If we're no longer tryingg to move int the direction of our movement and momentum.
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if (sign(current_x_velocity) != sign(desired_movement_vector.x) and momentum.x != 0):
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if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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# Maybe we can compare the direction of the acceleration
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# The direction of the acceleration should usually be positive at this point.
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# when the modifier is negative.
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if sign(move_direction) == sign(current_x_velocity):
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if sign(acceleration.x) == sign(momentum.x):
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acceleration.x *= -1
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# print("Whoh Woah")
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# Flip the direction of the acceleration
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if (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == 1) or (sign(desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == -1):
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print_debug("be more opposite")
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elif (sign(desired_movement_vector.x) == sign(current_x_velocity) and momentum.x != 0):
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print('why')
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if (sign(acceleration.x) != sign(momentum.x) and x_move_direction_override == 0):
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#print("Step it up!")
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# Flip the direction of the acceleration
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acceleration.x *= -1
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# Apply momentum and acceleration if a modifer exists
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if momentum.x <= 0 and _move_speed_modifier !=0:
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#if we're trying to move but we have no momentum applied currently
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#if move_component.desired_movement_vector.x != 0:
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if move_direction:
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acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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##TODO: I don't know where I should actually set the momentum. :
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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momentum.x = 0
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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##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)
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print("momentum applied!")
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|
|
|
# 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):
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|
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
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##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)
|
|
|