Getting there again. Maybe it'll work this time.

This commit is contained in:
Nitsud Yarg 2024-07-05 21:51:46 -07:00
parent 195b8f064f
commit 44a32e2e47
2 changed files with 84 additions and 42 deletions

View File

@ -20,6 +20,9 @@ var velocity = Vector2(0,0)
var momentum = Vector2(0,0)
var acceleration = Vector2(0,0)
var sim_velocity = Vector2(0,0)
#Can't use floats here, switched to constants.
#enum directions {UP = -1, DOWN = 1, LEFT, RIGHT}

View File

@ -281,41 +281,48 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
_jerk_factor += mod_props.jerk_factor
var help_me_not_be_dumb = ''
# 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
_move_speed = abs(move_component.desired_movement_vector.x)
# Determine the maximum move speed
var MAX_SPEED :float = 0
var MIN_SPEED :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
help_me_not_be_dumb += '-SpeedMod'
# Move speed cannot go below zero with modifier applied
MIN_SPEED = _move_speed + _move_speed_modifier
# Poor man's clamp
if MIN_SPEED < 0:
MIN_SPEED = 0
MAX_SPEED = _move_speed
elif sign(_move_speed_modifier) == +1: # increased speed modifier
help_me_not_be_dumb += '+SpeedMod'
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed + _move_speed_modifier
else: # physics won't apply here
#MIN_SPEED = _move_speed
help_me_not_be_dumb += '_Speed' # Neutral Speed
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.sim_velocity.x #move_component.velocity.x
var move_direction = 0.0
# Determine movement direction if we have momentum
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
move_direction = sign(current_x_velocity)
# 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
else:
move_direction = x_move_direction_override
else:
else: # No current momentum in place
if x_move_direction_override == 0:
move_direction = move_component.desired_movement_vector.x
else:
@ -324,21 +331,56 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
# get the latest aggregate acceleration
# If we have any acceleration applying
if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# The acceleration is differant
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
##TODO: I don't know where I should actually set the momentum. :
if sign(_move_speed_modifier) == -1: # decreased speed modifier
move_component.momentum.x = 0
elif sign(_move_speed_modifier) == +1: # increased speed modifier
move_component.momentum.x = abs(move_speed_modifier)
# If we're no longer tryingg to move int the direction of our movement and momentum.
if sign(current_x_velocity) != sign(move_component.desired_movement_vector.x) and move_component.momentum.x != 0:
if sign(_move_speed_modifier) == -1 : # decreased speed modifier
if sign(move_direction) == sign(current_x_velocity):
if sign(move_component.acceleration.x) == sign(move_direction):
# Maybe we can compare the direction of the acceleration
# The direction of the acceleration should usually be positive at this point.
# when the modifier is negative.
if sign(move_direction) == sign(current_x_velocity):
if sign(move_component.acceleration.x) == sign(move_component.momentum.x):
print("Whoh Woah")
# Flip the direction of the acceleration
move_component.acceleration.x *= -1
else:
if sign(move_component.momentum.x) != sign(move_direction):
print("Flip direction ")
if (sign(move_component.desired_movement_vector.x) == -1 and
sign(current_x_velocity) == 1) or (sign(move_component.desired_movement_vector.x) == -1 and
sign(current_x_velocity) == -1):
print("be more opposite")
# # if We're still moving in the direction o
# if sign(move_direction) == sign(current_x_velocity):
# if sign(move_component.acceleration.x) == sign(move_direction):
# print("Whoh Woah")
# # Flip the direction of the acceleration
# move_component.acceleration.x *= -1
# else:
# # Momentum should shift to the opposite of the move_direction
# if sign(move_component.momentum.x) != (sign(move_direction) * -1):
# move_component.momentum.x *= (sign(move_direction) * -1)
# print("Flip direction ")
else:
if sign(move_component.desired_movement_vector.x) == sign(current_x_velocity):
if sign(move_component.acceleration.x) != sign(move_component.momentum.x):
print("Step it up!")
# Flip the direction of the acceleration
move_component.acceleration.x *= -1
if move_component.momentum.x == 0:
##TODO: I don't know where I should actually set the momentum. :
if sign(_move_speed_modifier) == -1: # decreased speed modifier
move_component.momentum.x = 0
move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
elif sign(_move_speed_modifier) == +1: # increased speed modifier
move_component.momentum.x = abs(move_speed_modifier)
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
# print("wait does it matter")
# else: # physics won't apply here
@ -356,49 +398,45 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
# 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
move_component.momentum.x += move_component.acceleration.x * delta
jerk += _jerk_factor * delta
# Momentum should always be the inverse of the speed modifier
var new_move_speed :float = 0
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)
move_component.momentum.x = clamp(move_component.momentum.x, 0, abs(_move_speed_modifier))
# new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
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)
move_component.momentum.x = clamp(move_component.momentum.x, 0, _move_speed_modifier )
new_move_speed = _move_speed + move_component.momentum.x # + jerk
else: # physics won't apply here
move_component.acceleration.x = 0
move_component.momentum.x = 0
new_move_speed = _move_speed
# If a move speed modifer applies
# if _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.acceleration.x = 0
# elif move_component.momentum.x < _move_speed_modifier and _move_speed_modifier < 0:
# move_component.momentum.x = _move_speed_modifier
# else:
# # We'll adjust our velocity to the move_speed.
# if move_component.momentum.x > _move_speed and move_component.acceleration.x > 0:
# move_component.momentum.x = 0
# 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.acceleration.x = 0
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)
new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
if move_component.momentum.x != 0:
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)) +
var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x))
# if move_component.momentum.x != 0:
if true:
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)) +
")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",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))
move_component.sim_velocity.x = move_direction * sim_move_speed
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed)
@ -406,6 +444,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
move_component.velocity.y += _gravity * delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
#print(speed_multiplier)
move_component.velocity.x = move_direction * new_move_speed
move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
#move_component.velocity.x = move_direction * new_move_speed
move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))