Trying to get momentum working

This commit is contained in:
Nitsud Yarg 2024-07-02 22:41:53 -07:00
parent 7e03daa236
commit 20c5240dc2
4 changed files with 30 additions and 15 deletions

View File

@ -17,6 +17,8 @@ var current_movement_state:String
# Since animactor state machine can actually view properties from this type
# I'm thinking about moving the velocity tracker in here instead of player.
var velocity = Vector2(0,0)
var momentum = Vector2(0,0)
var acceleration = Vector2(0,0)
#Can't use floats here, switched to constants.
#enum directions {UP = -1, DOWN = 1, LEFT, RIGHT}

View File

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

View File

@ -18,6 +18,7 @@ func enter() -> void:
.enter()
# parent.set_hurtbox(true)
move_component.velocity.x = 0
#move_component.momentum.x *= -1
if debug_state:
print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
@ -37,9 +38,9 @@ func process_physics(delta: float) -> State:
if move_component.wants_shoot():
return attack_state
move_actor_as_desired(delta)
move_actor_as_desired(delta, parent.transform.x.x * -1)
if move_component.velocity.x != 0.0:
if move_component.desired_movement_vector.x != 0:
return move_state
if !parent.is_on_floor():

View File

@ -23,7 +23,7 @@ export var move_speed_modifier: float = 0
export var move_modifier_move_acceleration: float = 0
export var jerk_factor: float = 0
var adjusted_move_speed: float
#var adjusted_move_speed: float
var jerk: float
var physics_modifier :StateModifier
@ -168,7 +168,7 @@ func enter() -> void:
update_animation()
# Reset movespeed counters
adjusted_move_speed = move_speed_modifier
move_component.momentum.x = move_speed_modifier
jerk = 0
return
@ -264,7 +264,9 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
var _move_speed = move_speed
var _move_speed_modifier = move_speed_modifier
var _move_modifier_move_acceleration = move_modifier_move_acceleration
#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 _jerk_factor = jerk_factor
var _gravity = gravity
@ -278,7 +280,8 @@ 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
_move_modifier_move_acceleration += mod_props.move_modifier_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
_jerk_factor += mod_props.jerk_factor
# else:
# UiManager.debug_text = ''
@ -286,16 +289,25 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
# 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_component.acceleration.x * delta
#Another crappy normalization hack
if adjusted_move_speed > _move_speed_modifier and _move_speed_modifier > 0:
adjusted_move_speed = _move_speed_modifier
elif adjusted_move_speed < _move_speed_modifier and _move_speed_modifier < 0:
adjusted_move_speed = _move_speed_modifier
if _move_speed_modifier == 0:
adjusted_move_speed = 0
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
var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + adjusted_move_speed + jerk
# 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.
@ -309,7 +321,7 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
#adjusted_move_speed = 0
else:
if new_move_speed != move_speed:
UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
UiManager.debug_text = str(round(move_component.momentum.x)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed)