Never gonna work is it?
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@ -621,7 +621,6 @@ script = ExtResource( 11 )
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move_speed = 90.0
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move_speed_modifier = 90.0
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move_modifier_move_acceleration = -180.0
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jerk_factor = -90.0
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animation_sequence = [ "dash" ]
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fall_node = NodePath("../fall")
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idle_node = NodePath("../idle")
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@ -280,119 +280,125 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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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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# else:
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# UiManager.debug_text = ''
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# Allow us to bump out of halt.
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if _move_speed == 0 and move_component.desired_movement_vector.x != 0:
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_move_speed = move_component.desired_movement_vector.x
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# Time to start over
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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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MIN_SPEED = _move_speed + _move_speed_modifier
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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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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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#MIN_SPEED = _move_speed
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MAX_SPEED = _move_speed
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# Determine or physics movement direction
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var current_x_velocity = 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 move_component.momentum.x != 0:
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if x_move_direction_override == 0:
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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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# # set the move direction to the momentum direction
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# move_direction = move_component.momentum.x
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else:
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move_direction = x_move_direction_override
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else:
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if x_move_direction_override == 0:
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move_direction = move_component.desired_movement_vector.x
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else:
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move_direction = x_move_direction_override
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# # Determine the maximum move speed
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# var max_move_speed = _move_speed + move_speed_modifier
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# get the acceleration
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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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if abs(move_component.acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
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print("Acceleration changed.", abs(move_component.acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
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move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# If we aren't trying to move but we have velocity
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if move_direction == 0 and move_component.momentum.x != 0:
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if move_component.momentum.x > abs(current_x_velocity):
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move_component.momentum.x = current_x_velocity
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move_direction = parent.transform.x.x #* - 1
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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(move_component.desired_movement_vector.x) and move_component.momentum.x != 0:
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#move_component.momentum.x *= sign(current_x_velocity)
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# Reverse the acceleration!?
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if sign(move_component.acceleration.x ) == sign(move_component.momentum.x):
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if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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if sign(move_direction) == sign(current_x_velocity):
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if sign(move_component.acceleration.x) == sign(move_direction):
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print("Whoh Woah")
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move_component.acceleration.x *= -1
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else:
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if sign(move_component.momentum.x) != sign(move_direction):
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print("Flip direction ")
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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# print("wait does it matter")
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# else: # physics won't apply here
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# print("uh")
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# else:
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# print("Direction changed")
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# if move_component.momentum.x > abs(current_x_velocity):
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# move_component.momentum.x = abs(current_x_velocity)
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# flip the acceleration to apply against the momentum
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#move_component.acceleration.x *= -1 * sign(move_component.momentum.x)
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# If the movement direction changes and we have momentum
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# print("Flip that thing!")
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# move_component.momentum.x *= -1
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# if sign(move_component.acceleration.x ) == sign(_move_speed_modifier):
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# move_component.acceleration.x *= -1 * sign(current_x_velocity)
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# We're going to adjust our move speed only to the modifier
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move_component.momentum.x += move_component.acceleration.x * delta
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jerk += _jerk_factor * delta
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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# MIN_SPEED = _move_speed + _move_speed_modifier
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# MAX_SPEED = _move_speed
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move_component.momentum.x = clamp(move_component.momentum.x, _move_speed_modifier, 0)
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# MIN_SPEED = _move_speed
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# MAX_SPEED = _move_speed + _move_speed_modifier
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move_component.momentum.x = clamp(move_component.momentum.x, 0, _move_speed_modifier)
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else: # physics won't apply here
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move_component.acceleration.x = 0
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move_component.momentum.x = 0
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# If a move speed modifer applies
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if _move_speed_modifier != 0:
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if move_component.momentum.x > _move_speed_modifier and _move_speed_modifier > 0:
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move_component.momentum.x = _move_speed_modifier
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#move_component.acceleration.x = 0
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elif move_component.momentum.x < _move_speed_modifier and _move_speed_modifier < 0:
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move_component.momentum.x = _move_speed_modifier
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else:
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# We'll adjust our velocity to the move_speed.
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if move_component.momentum.x > _move_speed and move_component.acceleration.x > 0:
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move_component.momentum.x = 0
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move_component.acceleration.x = 0
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elif move_component.momentum.x < _move_speed and move_component.acceleration.x < 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_component.momentum.x + jerk
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# We have no speed but left over momentum.
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# if _move_speed == 0 and move_component.momentum.x != 0.0:
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# # W
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# pass
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# if (_move_modifier_move_acceleration + _move_acceleration) != 0:
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# move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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#
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# if _move_speed == 0 and move_component.momentum.x != 0:
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# x_move_direction_override = sign(move_component.momentum.x)
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# # Uh determine whether frictin applies!?
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# # flip the accelleration
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# _move_modifier_move_acceleration = move_component.acceleration.x
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# _move_modifier_move_acceleration *= -1
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# _move_speed_modifier *= -1
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# # Allow us to bump out of halt.
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# if _move_speed == 0 and move_component.desired_movement_vector.x != 0:
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# _move_speed = move_component.desired_movement_vector.x
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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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# jerk += _jerk_factor * delta
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## adjusted_move_speed += _move_modifier_move_acceleration * delta
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# move_component.momentum.x += _move_modifier_move_acceleration * delta
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# #Another crappy normalization hack
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# if _move_speed_modifier != 0:
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# if move_component.momentum.x > _move_speed_modifier and _move_speed_modifier > 0:
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# move_component.momentum.x = _move_speed_modifier
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# #move_component.acceleration.x = 0
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# elif move_component.momentum.x < _move_speed_modifier and _move_speed_modifier < 0:
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# move_component.momentum.x = _move_speed_modifier
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# #move_component.acceleration.x = 0
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#
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# # Crappy momentum shutdown routines when the modifier doesn't apply
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# if _move_speed_modifier == 0:
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# if move_component.momentum.x > 0 and move_component.acceleration.x > 0:
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# else:
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# # We'll adjust our velocity to the move_speed.
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# if move_component.momentum.x > _move_speed and move_component.acceleration.x > 0:
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# move_component.momentum.x = 0
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# move_component.acceleration.x = 0
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# elif move_component.momentum.x < 0 and move_component.acceleration.x < 0:
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# elif move_component.momentum.x < _move_speed and move_component.acceleration.x < 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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#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
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# # A really crappy normalization to prevent modifying past the base move speed.
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# if _move_speed_modifier > 0 and new_move_speed < _move_speed: # positive modifier
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# #print("nope1")
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# new_move_speed = _move_speed
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# #adjusted_move_speed = 0
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# elif _move_speed_modifier < 0 and new_move_speed > _move_speed: # negative modifier
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# #print("nope2")
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# new_move_speed = _move_speed
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# #adjusted_move_speed = 0
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#if new_move_speed != move_speed:
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if move_component.momentum.x != 0:
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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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UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(sign(move_direction)) + ") Mov(" + str(sign(move_component.desired_movement_vector.x)) +
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")\nS:" + str(round(new_move_speed)) + ",M" + str(round(move_component.momentum.x)) +
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",A" + str(round(move_component.acceleration.x)) +
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"\nVel:" + str(round(move_component.velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
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) # 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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