Momentum tinkering. Will probably pull back from previous commits.
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20c5240dc2
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@ -38,9 +38,9 @@ func process_physics(delta: float) -> State:
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if move_component.wants_shoot():
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return attack_state
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move_actor_as_desired(delta, parent.transform.x.x * -1)
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move_actor_as_desired(delta)
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if move_component.desired_movement_vector.x != 0:
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if move_component.desired_movement_vector.x != 0 and move_component.velocity.x != 0:
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return move_state
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if !parent.is_on_floor():
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@ -260,14 +260,16 @@ func process_physics(_delta: float) -> State:
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# if animations.frames.get_animation_loop(animations.animation) == false:
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# animation_index += 1
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func move_actor_as_desired(delta: float, x_direction: float = 0):
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func move_actor_as_desired(delta: float, x_impulse_direction: float = 0):
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var _move_acceleration:float = 0.0
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var _move_speed = move_speed
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var _move_speed_modifier = move_speed_modifier
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#var _move_modifier_move_acceleration = move_modifier_move_acceleration
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if move_modifier_move_acceleration != 0:
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move_component.acceleration.x = move_modifier_move_acceleration
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var _move_acceleration = move_acceleration
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# var _move_modifier_move_acceleration = move_modifier_move_acceleration
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# var _move_acceleration = move_acceleration
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_move_acceleration += move_modifier_move_acceleration
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_move_acceleration += move_acceleration
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var _jerk_factor = jerk_factor
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var _gravity = gravity
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@ -280,11 +282,18 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
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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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if move_component.acceleration.x != (mod_props.move_modifier_move_acceleration + move_modifier_move_acceleration):
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move_component.acceleration.x = mod_props.move_modifier_move_acceleration + move_modifier_move_acceleration
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# _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
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_move_acceleration += mod_props.move_modifier_move_acceleration
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_jerk_factor += mod_props.jerk_factor
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# else:
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# UiManager.debug_text = ''
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if x_impulse_direction == 0:
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x_impulse_direction = 1
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# Help to preserve momentum I guess
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if _move_acceleration != 0:
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move_component.acceleration.x = _move_acceleration #* x_impulse_direction
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# Assuming adjusted_move_speed is set to the mood speed modifier on state entry
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# Move speed is the base speed plus the modifier minus the decay adjusted for time
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@ -307,7 +316,9 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
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move_component.momentum.x = 0
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move_component.acceleration.x = 0
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var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + move_component.momentum.x + jerk
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var new_move_speed = (_move_speed + _move_speed_modifier ) + move_component.momentum.x + jerk
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# var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + move_component.momentum.x + jerk
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# A really crappy normalization to prevent modifying past the base move speed.
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@ -320,8 +331,8 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
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new_move_speed = _move_speed
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#adjusted_move_speed = 0
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else:
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if new_move_speed != move_speed:
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UiManager.debug_text = str(round(move_component.momentum.x)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
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#if new_move_speed != move_speed:
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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))
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#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
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#print(new_move_speed, " ", adjusted_move_speed)
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@ -329,10 +340,7 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
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move_component.velocity.y += _gravity * delta
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#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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#print(speed_multiplier)
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if (x_direction != 0):
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move_component.velocity.x = x_direction * new_move_speed
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else:
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move_component.velocity.x = move_component.desired_movement_vector.x * new_move_speed
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move_component.velocity.x = move_component.desired_movement_vector.x * new_move_speed
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move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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