Finally something close to what I'm looking for!
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@ -308,7 +308,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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MAX_SPEED = _move_speed
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MAX_SPEED = _move_speed
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# Determine or physics movement direction
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# Determine or physics movement direction
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var current_x_velocity = move_component.sim_velocity.x #move_component.velocity.x
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var current_x_velocity = move_component.velocity.x #move_component.velocity.x
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var move_direction = 0.0
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var move_direction = 0.0
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# Determine movement direction if we have momentum
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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 move_component.momentum.x != 0:
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@ -332,14 +332,17 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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# If we have any acceleration applying
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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 (_move_modifier_move_acceleration + _move_acceleration) != 0:
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# The acceleration is differant
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# The acceleration is differant
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# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
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if abs(move_component.acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
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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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if move_component.desired_movement_vector.x != 0:
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move_component.acceleration.x = _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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##TODO: I don't know where I should actually set the momentum. :
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move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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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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# ##TODO: I don't know where I should actually set the momentum. :
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# if sign(_move_speed_modifier) == -1: # decreased speed modifier
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move_component.momentum.x = abs(move_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 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(current_x_velocity) != sign(move_component.desired_movement_vector.x) and move_component.momentum.x != 0:
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@ -357,30 +360,28 @@ 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) or (sign(move_component.desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == -1):
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sign(current_x_velocity) == -1):
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print("be more opposite")
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print("be more opposite")
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# # if We're still moving in the direction o
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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_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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# # Flip the direction of the acceleration
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# move_component.acceleration.x *= -1
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# else:
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# # Momentum should shift to the opposite of the move_direction
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# if sign(move_component.momentum.x) != (sign(move_direction) * -1):
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# move_component.momentum.x *= (sign(move_direction) * -1)
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# print("Flip direction ")
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else:
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if sign(move_component.desired_movement_vector.x) == sign(current_x_velocity):
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if sign(move_component.acceleration.x) != sign(move_component.momentum.x):
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if sign(move_component.acceleration.x) != sign(move_component.momentum.x):
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print("Step it up!")
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print("Step it up!")
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# Flip the direction of the acceleration
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# Flip the direction of the acceleration
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move_component.acceleration.x *= -1
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move_component.acceleration.x *= -1
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if move_component.momentum.x == 0:
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if move_component.momentum.x <= 0 and _move_speed_modifier !=0:
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##TODO: I don't know where I should actually set the momentum. :
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#if we're trying to move but we have no momentum applied currently
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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if move_component.desired_movement_vector.x != 0:
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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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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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##TODO: I don't know where I should actually set the momentum. :
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move_component.momentum.x = abs(move_speed_modifier)
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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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##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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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# print("wait does it matter")
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# print("wait does it matter")
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# else: # physics won't apply here
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# else: # physics won't apply here
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@ -423,7 +424,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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move_component.momentum.x = 0
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move_component.momentum.x = 0
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new_move_speed = _move_speed
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new_move_speed = _move_speed
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new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
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#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
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var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x))
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var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x))
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@ -433,7 +434,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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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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")\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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"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(move_component.momentum.x)) +
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",A" + str(round(move_component.acceleration.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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"\nVel:" + str(round(move_component.sim_velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
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) # str(round(jerk))
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) # str(round(jerk))
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move_component.sim_velocity.x = move_direction * sim_move_speed
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move_component.sim_velocity.x = move_direction * sim_move_speed
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@ -444,7 +445,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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move_component.velocity.y += _gravity * delta
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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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#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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#print(speed_multiplier)
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#print(speed_multiplier)
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move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
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# move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
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#move_component.velocity.x = move_direction * new_move_speed
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move_component.velocity.x = move_direction * new_move_speed
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move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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