Momentum tinkering. Will probably pull back from previous commits.

This commit is contained in:
Nitsud Yarg 2024-07-04 09:57:23 -07:00
parent 20c5240dc2
commit 0af4a19828
2 changed files with 25 additions and 17 deletions

View File

@ -38,9 +38,9 @@ func process_physics(delta: float) -> State:
if move_component.wants_shoot():
return attack_state
move_actor_as_desired(delta, parent.transform.x.x * -1)
move_actor_as_desired(delta)
if move_component.desired_movement_vector.x != 0:
if move_component.desired_movement_vector.x != 0 and move_component.velocity.x != 0:
return move_state
if !parent.is_on_floor():

View File

@ -260,14 +260,16 @@ func process_physics(_delta: float) -> State:
# if animations.frames.get_animation_loop(animations.animation) == false:
# animation_index += 1
func move_actor_as_desired(delta: float, x_direction: float = 0):
func move_actor_as_desired(delta: float, x_impulse_direction: float = 0):
var _move_acceleration:float = 0.0
var _move_speed = move_speed
var _move_speed_modifier = move_speed_modifier
#var _move_modifier_move_acceleration = move_modifier_move_acceleration
if move_modifier_move_acceleration != 0:
move_component.acceleration.x = move_modifier_move_acceleration
var _move_acceleration = move_acceleration
# var _move_modifier_move_acceleration = move_modifier_move_acceleration
# var _move_acceleration = move_acceleration
_move_acceleration += move_modifier_move_acceleration
_move_acceleration += move_acceleration
var _jerk_factor = jerk_factor
var _gravity = gravity
@ -280,12 +282,19 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
_move_speed = mod_props.move_speed
_move_speed_modifier += mod_props.move_speed_modifier
_move_acceleration += mod_props.move_acceleration
if move_component.acceleration.x != (mod_props.move_modifier_move_acceleration + move_modifier_move_acceleration):
move_component.acceleration.x = mod_props.move_modifier_move_acceleration + move_modifier_move_acceleration
# _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
_move_acceleration += mod_props.move_modifier_move_acceleration
_jerk_factor += mod_props.jerk_factor
# else:
# UiManager.debug_text = ''
if x_impulse_direction == 0:
x_impulse_direction = 1
# Help to preserve momentum I guess
if _move_acceleration != 0:
move_component.acceleration.x = _move_acceleration #* x_impulse_direction
# 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
@ -307,7 +316,9 @@ func move_actor_as_desired(delta: float, x_direction: float = 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
var new_move_speed = (_move_speed + _move_speed_modifier ) + move_component.momentum.x + jerk
# 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.
@ -320,8 +331,8 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
new_move_speed = _move_speed
#adjusted_move_speed = 0
else:
if new_move_speed != move_speed:
UiManager.debug_text = str(round(move_component.momentum.x)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
#if new_move_speed != move_speed:
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(new_move_speed, " ", adjusted_move_speed)
@ -329,9 +340,6 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
move_component.velocity.y += _gravity * delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
#print(speed_multiplier)
if (x_direction != 0):
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))