Finally something close to what I'm looking for!

This commit is contained in:
Nitsud Yarg 2024-07-05 23:58:30 -07:00
parent 44a32e2e47
commit 761fe8d66c

View File

@ -308,7 +308,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
MAX_SPEED = _move_speed
# Determine or physics movement direction
var current_x_velocity = move_component.sim_velocity.x #move_component.velocity.x
var current_x_velocity = move_component.velocity.x #move_component.velocity.x
var move_direction = 0.0
# Determine movement direction if we have momentum
if move_component.momentum.x != 0:
@ -332,14 +332,17 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
# If we have any acceleration applying
if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# The acceleration is differant
# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
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 move_component.desired_movement_vector.x != 0:
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:
@ -357,30 +360,28 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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):
elif sign(move_component.desired_movement_vector.x) == sign(current_x_velocity) and move_component.momentum.x != 0:
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
if move_component.momentum.x <= 0 and _move_speed_modifier !=0:
#if we're trying to move but we have no momentum applied currently
if move_component.desired_movement_vector.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)
##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)
##TODO: I don't know where I should actually set the momentum. :
# This was not the place
# 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
@ -423,7 +424,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
move_component.momentum.x = 0
new_move_speed = _move_speed
new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x))
@ -433,7 +434,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
")\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))
"\nVel:" + str(round(move_component.sim_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
@ -444,7 +445,7 @@ 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_component.desired_movement_vector.x * _move_speed
#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))