Fixup for states for player and spider animation. Cleanup useless movement state comments.
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@ -8,7 +8,7 @@ func _ready():
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landing_modifier= StateModifier.new()
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#add_child(modifier)
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#modifier.init_ref()
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landing_modifier.ready( "landing", "jump" , landing_modifier.TYPE.EXIT_ANIMATION)
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landing_modifier.ready( "landing", "land" , landing_modifier.TYPE.EXIT_ANIMATION)
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#print("ready! MOD")
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@ -633,7 +633,8 @@ idle_node = NodePath("../idle")
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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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move_modifier_move_acceleration = -100.0
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jerk_factor = -20.0
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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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@ -47,7 +47,7 @@ func process_frame(delta: float) -> State:
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func process_physics(delta: float) -> State:
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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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move_component.velocity = parent.transform.x * move_speed
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move_component.velocity.x = parent.transform.x.x * move_speed
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# if (parent.direction.x > 0):
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# parent.velocity.x = 1 * move_speed
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# else:
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@ -353,12 +353,6 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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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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# ##TODO: I don't know where I should actually set the momentum. :
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# if sign(_move_speed_modifier) == -1: # decreased speed modifier
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# move_component.momentum.x = 0
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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# move_component.momentum.x = abs(move_speed_modifier)
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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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if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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@ -375,13 +369,15 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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sign(current_x_velocity) == 1) or (sign(move_component.desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == -1):
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print("be more opposite")
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if sign(_move_speed_modifier) == 1:
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print("faster faster.")
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# if sign(_move_speed_modifier) == 1: # increased speed modifier
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# print("faster faster.")
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elif sign(move_component.desired_movement_vector.x) == sign(current_x_velocity) and move_component.momentum.x != 0:
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if sign(move_component.acceleration.x) != sign(move_component.momentum.x) and x_move_direction_override == 0:
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print("Step it up!")
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# Flip the direction of the acceleration
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move_component.acceleration.x *= -1
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# Apply momentum and acceleration if a modifer exists
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if move_component.momentum.x <= 0 and _move_speed_modifier !=0:
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#if we're trying to move but we have no momentum applied currently
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#if move_component.desired_movement_vector.x != 0:
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@ -391,43 +387,22 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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move_component.momentum.x = 0
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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##TODO: in most cases this should only be applied once. need to find a way to warn against this.
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move_component.momentum.x = abs(move_speed_modifier)
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print("momentum applied!")
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# Reverse the accelerations if we carry over momentum but the modifier no longer applies.
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if move_component.momentum.x > 0 and _move_speed_modifier == 0:
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if sign(move_component.acceleration.x) == sign(move_component.momentum.x):
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print("Whoh Woah your done.")
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# Flip the direction of the acceleration
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move_component.acceleration.x *= -1
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##TODO: I don't know where I should actually set the momentum. :
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# This was not the place
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# if sign(_move_speed_modifier) == -1: # decreased speed modifier
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# move_component.momentum.x = 0
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# move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# move_component.momentum.x = abs(move_speed_modifier)
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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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# Momentum should always be the inverse of the speed modifier
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var new_move_speed :float = 0
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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@ -453,7 +428,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x))
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# if move_component.momentum.x != 0:
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if false:
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if true:
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UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(move_component.desired_movement_vector.x)) +
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")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
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"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(move_component.momentum.x)) +
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