Closer than ever to getting momentum working.

This commit is contained in:
Nitsud Yarg 2024-07-04 17:37:23 -07:00
parent 98c92dbeaf
commit 020cae1caf
3 changed files with 109 additions and 46 deletions

View File

@ -570,7 +570,7 @@ interactable_node = NodePath("../Interactable_Receiver")
[node name="idle" parent="movement_state_machine" index="0"] [node name="idle" parent="movement_state_machine" index="0"]
script = ExtResource( 4 ) script = ExtResource( 4 )
move_speed = 1.0 move_speed = 0.0
animation_sequence = [ "idle" ] animation_sequence = [ "idle" ]
jump_node = NodePath("../jump") jump_node = NodePath("../jump")
attack_node = NodePath("../attack") attack_node = NodePath("../attack")

View File

@ -17,7 +17,7 @@ onready var roll_state: State = get_node(roll_node)
func enter() -> void: func enter() -> void:
.enter() .enter()
# parent.set_hurtbox(true) # parent.set_hurtbox(true)
move_component.velocity.x = 0 #move_component.velocity.x = 0
#move_component.momentum.x *= -1 #move_component.momentum.x *= -1
if debug_state: if debug_state:
print(owner.name, " Move Component: ", move_component.desired_movement_vector.x) print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)

View File

@ -168,7 +168,7 @@ func enter() -> void:
update_animation() update_animation()
# Reset movespeed counters # Reset movespeed counters
move_component.momentum.x = move_speed_modifier #move_component.momentum.x = move_speed_modifier
jerk = 0 jerk = 0
return return
@ -260,7 +260,7 @@ func process_physics(_delta: float) -> State:
# if animations.frames.get_animation_loop(animations.animation) == false: # if animations.frames.get_animation_loop(animations.animation) == false:
# animation_index += 1 # animation_index += 1
func move_actor_as_desired(delta: float, x_direction: float = 0): func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
var _move_speed = move_speed var _move_speed = move_speed
var _move_speed_modifier = move_speed_modifier var _move_speed_modifier = move_speed_modifier
@ -283,49 +283,115 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
# else: # else:
# UiManager.debug_text = '' # UiManager.debug_text = ''
# We have no speed but left over momentum. # Allow us to bump out of halt.
# if _move_speed == 0 and move_component.momentum.x != 0.0: if _move_speed == 0 and move_component.desired_movement_vector.x != 0:
# # W _move_speed = move_component.desired_movement_vector.x
# pass
# Time to start over
var current_x_velocity = move_component.velocity.x
var move_direction = 0.0
if x_move_direction_override == 0:
move_direction = move_component.desired_movement_vector.x
else:
move_direction = x_move_direction_override
# # Determine the maximum move speed
# var max_move_speed = _move_speed + move_speed_modifier
# Assuming adjusted_move_speed is set to the mood speed modifier on state entry # get the acceleration
# Move speed is the base speed plus the modifier minus the decay adjusted for time # If we have any acceleration applying
jerk += _jerk_factor * delta if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# adjusted_move_speed += _move_modifier_move_acceleration * delta
move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
move_component.momentum.x += _move_modifier_move_acceleration * delta
#Another crappy normalization hack # If we aren't trying to move but we have velocity
if move_direction == 0 and move_component.momentum.x != 0:
if move_component.momentum.x > abs(current_x_velocity):
move_component.momentum.x = current_x_velocity
move_direction = parent.transform.x.x #* - 1
#move_component.momentum.x *= sign(current_x_velocity)
# Reverse the acceleration!?
if sign(move_component.acceleration.x ) == sign(move_component.momentum.x):
move_component.acceleration.x *= -1
# We're going to adjust our move speed only to the modifier
move_component.momentum.x += move_component.acceleration.x * delta
jerk += _jerk_factor * delta
# If a move speed modifer applies
if _move_speed_modifier != 0:
if move_component.momentum.x > _move_speed_modifier and _move_speed_modifier > 0: if move_component.momentum.x > _move_speed_modifier and _move_speed_modifier > 0:
move_component.momentum.x = _move_speed_modifier move_component.momentum.x = _move_speed_modifier
#move_component.acceleration.x = 0 #move_component.acceleration.x = 0
elif move_component.momentum.x < _move_speed_modifier and _move_speed_modifier < 0: elif move_component.momentum.x < _move_speed_modifier and _move_speed_modifier < 0:
move_component.momentum.x = _move_speed_modifier move_component.momentum.x = _move_speed_modifier
else:
# We'll adjust our velocity to the move_speed.
if move_component.momentum.x > _move_speed and move_component.acceleration.x > 0:
move_component.momentum.x = 0
move_component.acceleration.x = 0
elif move_component.momentum.x < _move_speed and move_component.acceleration.x < 0:
move_component.momentum.x = 0
move_component.acceleration.x = 0
var new_move_speed = (_move_speed + _move_speed_modifier ) + move_component.momentum.x + jerk
# We have no speed but left over momentum.
# if _move_speed == 0 and move_component.momentum.x != 0.0:
# # W
# pass
# if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
#
# if _move_speed == 0 and move_component.momentum.x != 0:
# x_move_direction_override = sign(move_component.momentum.x)
# # Uh determine whether frictin applies!?
# # flip the accelleration
# _move_modifier_move_acceleration = move_component.acceleration.x
# _move_modifier_move_acceleration *= -1
# _move_speed_modifier *= -1
# # Allow us to bump out of halt.
# if _move_speed == 0 and move_component.desired_movement_vector.x != 0:
# _move_speed = move_component.desired_movement_vector.x
# # Assuming adjusted_move_speed is set to the mood speed modifier on state entry
# # Move speed is the base speed plus the modifier minus the decay adjusted for time
# jerk += _jerk_factor * delta
## adjusted_move_speed += _move_modifier_move_acceleration * delta
# move_component.momentum.x += _move_modifier_move_acceleration * delta
# #Another crappy normalization hack
# if move_component.momentum.x > _move_speed_modifier and _move_speed_modifier > 0:
# move_component.momentum.x = _move_speed_modifier
# #move_component.acceleration.x = 0
# elif move_component.momentum.x < _move_speed_modifier and _move_speed_modifier < 0:
# move_component.momentum.x = _move_speed_modifier
# #move_component.acceleration.x = 0
#
# # Crappy momentum shutdown routines when the modifier doesn't apply
# if _move_speed_modifier == 0:
# if move_component.momentum.x > 0 and move_component.acceleration.x > 0:
# move_component.momentum.x = 0
# move_component.acceleration.x = 0
# elif move_component.momentum.x < 0 and move_component.acceleration.x < 0:
# move_component.momentum.x = 0
# move_component.acceleration.x = 0 # move_component.acceleration.x = 0
# Crappy momentum shutdown routines when the modifier doesn't apply # var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + move_component.momentum.x + jerk
if _move_speed_modifier == 0:
if move_component.momentum.x > 0 and move_component.acceleration.x > 0:
move_component.momentum.x = 0
move_component.acceleration.x = 0
elif move_component.momentum.x < 0 and move_component.acceleration.x < 0:
move_component.momentum.x = 0
move_component.acceleration.x = 0
var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + move_component.momentum.x + jerk
# A really crappy normalization to prevent modifying past the base move speed. # # A really crappy normalization to prevent modifying past the base move speed.
if _move_speed_modifier > 0 and new_move_speed < _move_speed: # positive modifier # if _move_speed_modifier > 0 and new_move_speed < _move_speed: # positive modifier
#print("nope1") # #print("nope1")
new_move_speed = _move_speed # new_move_speed = _move_speed
#adjusted_move_speed = 0 # #adjusted_move_speed = 0
elif _move_speed_modifier < 0 and new_move_speed > _move_speed: # negative modifier # elif _move_speed_modifier < 0 and new_move_speed > _move_speed: # negative modifier
#print("nope2") # #print("nope2")
new_move_speed = _move_speed # new_move_speed = _move_speed
#adjusted_move_speed = 0 # #adjusted_move_speed = 0
else:
#if new_move_speed != move_speed: #if new_move_speed != move_speed:
if move_component.momentum.x != 0:
UiManager.debug_text = "S:" + str(round(new_move_speed)) + ",M" + str(round(move_component.momentum.x)) + ",A" + str(round(move_component.acceleration.x)) # str(round(jerk)) UiManager.debug_text = "S:" + str(round(new_move_speed)) + ",M" + str(round(move_component.momentum.x)) + ",A" + str(round(move_component.acceleration.x)) # str(round(jerk))
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk) #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
@ -334,9 +400,6 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
move_component.velocity.y += _gravity * delta move_component.velocity.y += _gravity * delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
#print(speed_multiplier) #print(speed_multiplier)
if (x_direction != 0): move_component.velocity.x = move_direction * new_move_speed
move_component.velocity.x = x_direction * new_move_speed
else:
move_component.velocity.x = move_component.desired_movement_vector.x * new_move_speed
move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))