Never gonna work is it?

This commit is contained in:
Nitsud Yarg 2024-07-05 12:14:01 -07:00
parent 020cae1caf
commit 195b8f064f
2 changed files with 96 additions and 91 deletions

View File

@ -621,7 +621,6 @@ script = ExtResource( 11 )
move_speed = 90.0 move_speed = 90.0
move_speed_modifier = 90.0 move_speed_modifier = 90.0
move_modifier_move_acceleration = -180.0 move_modifier_move_acceleration = -180.0
jerk_factor = -90.0
animation_sequence = [ "dash" ] animation_sequence = [ "dash" ]
fall_node = NodePath("../fall") fall_node = NodePath("../fall")
idle_node = NodePath("../idle") idle_node = NodePath("../idle")

View File

@ -280,119 +280,125 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
_move_acceleration += mod_props.move_acceleration _move_acceleration += mod_props.move_acceleration
_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration _move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
_jerk_factor += mod_props.jerk_factor _jerk_factor += mod_props.jerk_factor
# else:
# UiManager.debug_text = ''
# Allow us to bump out of halt. # Allow us to bump out of halt.
if _move_speed == 0 and move_component.desired_movement_vector.x != 0: if _move_speed == 0 and move_component.desired_movement_vector.x != 0:
_move_speed = move_component.desired_movement_vector.x _move_speed = move_component.desired_movement_vector.x
# Time to start over # Determine the maximum move speed
var MAX_SPEED :float = 0
var MIN_SPEED :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
MIN_SPEED = _move_speed + _move_speed_modifier
MAX_SPEED = _move_speed
elif sign(_move_speed_modifier) == +1: # increased speed modifier
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed + _move_speed_modifier
else: # physics won't apply here
#MIN_SPEED = _move_speed
MAX_SPEED = _move_speed
# Determine or physics movement direction
var current_x_velocity = move_component.velocity.x var current_x_velocity = move_component.velocity.x
var move_direction = 0.0 var move_direction = 0.0
if x_move_direction_override == 0: # Determine movement direction if we have momentum
move_direction = move_component.desired_movement_vector.x if move_component.momentum.x != 0:
if x_move_direction_override == 0:
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
# # set the move direction to the momentum direction
# move_direction = move_component.momentum.x
else:
move_direction = x_move_direction_override
else: else:
move_direction = x_move_direction_override if x_move_direction_override == 0:
# # Determine the maximum move speed move_direction = move_component.desired_movement_vector.x
# var max_move_speed = _move_speed + move_speed_modifier else:
move_direction = x_move_direction_override
# get the acceleration # get the latest aggregate acceleration
# If we have any acceleration applying # If we have any acceleration applying
if (_move_modifier_move_acceleration + _move_acceleration) != 0: if (_move_modifier_move_acceleration + _move_acceleration) != 0:
move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration if abs(move_component.acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
print("Acceleration changed.", abs(move_component.acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
# If we aren't trying to move but we have velocity # If we're no longer tryingg to move int the direction of our movement and momentum.
if move_direction == 0 and move_component.momentum.x != 0: if sign(current_x_velocity) != sign(move_component.desired_movement_vector.x) 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) if sign(_move_speed_modifier) == -1 : # decreased speed modifier
# Reverse the acceleration!? if sign(move_direction) == sign(current_x_velocity):
if sign(move_component.acceleration.x ) == sign(move_component.momentum.x): if sign(move_component.acceleration.x) == sign(move_direction):
move_component.acceleration.x *= -1 print("Whoh Woah")
move_component.acceleration.x *= -1
else:
if sign(move_component.momentum.x) != sign(move_direction):
print("Flip direction ")
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
# print("wait does it matter")
# else: # physics won't apply here
# print("uh")
# else:
# print("Direction changed")
# if move_component.momentum.x > abs(current_x_velocity):
# move_component.momentum.x = abs(current_x_velocity)
# flip the acceleration to apply against the momentum
#move_component.acceleration.x *= -1 * sign(move_component.momentum.x)
# If the movement direction changes and we have momentum
# print("Flip that thing!")
# move_component.momentum.x *= -1
# if sign(move_component.acceleration.x ) == sign(_move_speed_modifier):
# move_component.acceleration.x *= -1 * sign(current_x_velocity)
# We're going to adjust our move speed only to the modifier # We're going to adjust our move speed only to the modifier
move_component.momentum.x += move_component.acceleration.x * delta move_component.momentum.x += move_component.acceleration.x * delta
jerk += _jerk_factor * delta jerk += _jerk_factor * delta
if sign(_move_speed_modifier) == -1: # decreased speed modifier
# MIN_SPEED = _move_speed + _move_speed_modifier
# MAX_SPEED = _move_speed
move_component.momentum.x = clamp(move_component.momentum.x, _move_speed_modifier, 0)
elif sign(_move_speed_modifier) == +1: # increased speed modifier
# MIN_SPEED = _move_speed
# MAX_SPEED = _move_speed + _move_speed_modifier
move_component.momentum.x = clamp(move_component.momentum.x, 0, _move_speed_modifier)
else: # physics won't apply here
move_component.acceleration.x = 0
move_component.momentum.x = 0
# If a move speed modifer applies # If a move speed modifer applies
if _move_speed_modifier != 0: # 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: # else:
# We'll adjust our velocity to the move_speed. # # We'll adjust our velocity to the move_speed.
if move_component.momentum.x > _move_speed and move_component.acceleration.x > 0: # if move_component.momentum.x > _move_speed and move_component.acceleration.x > 0:
move_component.momentum.x = 0 # move_component.momentum.x = 0
move_component.acceleration.x = 0 # move_component.acceleration.x = 0
elif move_component.momentum.x < _move_speed and 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.momentum.x = 0
move_component.acceleration.x = 0 # move_component.acceleration.x = 0
var new_move_speed = (_move_speed + _move_speed_modifier ) + move_component.momentum.x + jerk var new_move_speed = (_move_speed + _move_speed_modifier ) + move_component.momentum.x + jerk
#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
# 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
# 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.
# if _move_speed_modifier > 0 and new_move_speed < _move_speed: # positive modifier
# #print("nope1")
# new_move_speed = _move_speed
# #adjusted_move_speed = 0
# elif _move_speed_modifier < 0 and new_move_speed > _move_speed: # negative modifier
# #print("nope2")
# new_move_speed = _move_speed
# #adjusted_move_speed = 0
#if new_move_speed != move_speed:
if move_component.momentum.x != 0: 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 = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(sign(move_direction)) + ") Mov(" + str(sign(move_component.desired_movement_vector.x)) +
")\nS:" + str(round(new_move_speed)) + ",M" + str(round(move_component.momentum.x)) +
",A" + str(round(move_component.acceleration.x)) +
"\nVel:" + str(round(move_component.velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
) # str(round(jerk))
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk) #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed) #print(new_move_speed, " ", adjusted_move_speed)