Ice, Flow, nowhere to go.
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@ -147,7 +147,8 @@ position = Vector2( 1101, 328 )
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collision_layer = 0
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collision_mask = 2
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modifier_name = "ice_flow_nowhere_to_go"
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jerk_factor = -80.0
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move_speed_modifier = -90.0
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move_modifier_move_acceleration = 45.0
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Ice"]
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position = Vector2( 83, 9.5 )
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@ -31,8 +31,12 @@ func receive_modifier(incomming_modifier :StateModifier, is_adding_modifier_oper
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#var mod :StateModifier
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if is_adding_modifier_operation:
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print("Player Received modifier:", incomming_modifier.name)
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if movement_state_machine.current_state is StateAnimatedActor:
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movement_state_machine.current_state.physics_modifier = incomming_modifier
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else:
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print("Player Removed modifier:", incomming_modifier.name)
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if movement_state_machine.current_state is StateAnimatedActor:
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movement_state_machine.current_state.physics_modifier = null
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func touch_the_thing(the_thing: Interactable) -> bool:
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print("You see! a THING...", the_thing.name)
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@ -619,9 +619,9 @@ idle_node = NodePath("../idle")
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[node name="dash" type="Node" parent="movement_state_machine" index="6"]
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script = ExtResource( 11 )
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move_speed = 90.0
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move_speed_modifier = 160.0
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move_modifier_move_acceleration = -160.0
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jerk_factor = -190.0
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move_speed_modifier = 90.0
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move_modifier_move_acceleration = -180.0
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jerk_factor = -90.0
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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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@ -26,6 +26,8 @@ export var jerk_factor: float = 0
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var adjusted_move_speed: float
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var jerk: float
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var physics_modifier :StateModifier
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##TODO: Deprecate this useless fool!
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var speed_multiplier: float = 1.0
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@ -259,26 +261,60 @@ func process_physics(_delta: float) -> State:
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# animation_index += 1
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func move_actor_as_desired(delta: float, x_direction: float = 0):
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var _move_speed = move_speed
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var _move_speed_modifier = move_speed_modifier
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var _move_modifier_move_acceleration = move_modifier_move_acceleration
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var _move_acceleration = move_acceleration
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var _jerk_factor = jerk_factor
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var _gravity = gravity
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if physics_modifier:
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#physics_modifier.modifier_properties.jerk_factor
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#print(physics_modifier.name)
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#UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
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var mod_props :ModifierProperties = physics_modifier.get_modifier_properties()
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if mod_props.move_speed != 0:
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_move_speed = mod_props.move_speed
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_move_speed_modifier += mod_props.move_speed_modifier
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_move_acceleration += mod_props.move_acceleration
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_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
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_jerk_factor += mod_props.jerk_factor
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# else:
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# UiManager.debug_text = ''
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# Assuming adjusted_move_speed is set to the mood speed modifier on state entry
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# Move speed is the base speed plus the modifier minus the decay adjusted for time
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jerk += jerk_factor * delta
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adjusted_move_speed += move_modifier_move_acceleration * delta
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var new_move_speed = move_speed + (move_acceleration * delta) + adjusted_move_speed + jerk
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jerk += _jerk_factor * delta
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adjusted_move_speed += _move_modifier_move_acceleration * delta
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#Another crappy normalization hack
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if adjusted_move_speed > _move_speed_modifier and _move_speed_modifier > 0:
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adjusted_move_speed = _move_speed_modifier
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elif adjusted_move_speed < _move_speed_modifier and _move_speed_modifier < 0:
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adjusted_move_speed = _move_speed_modifier
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if _move_speed_modifier == 0:
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adjusted_move_speed = 0
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var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + adjusted_move_speed + jerk
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# A really crappy normalization to prevent modifying past the base move speed.
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if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier
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if _move_speed_modifier > 0 and new_move_speed < _move_speed: # positive modifier
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#print("nope1")
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new_move_speed = move_speed
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elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier
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new_move_speed = _move_speed
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#adjusted_move_speed = 0
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elif _move_speed_modifier < 0 and new_move_speed > _move_speed: # negative modifier
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#print("nope2")
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new_move_speed = move_speed
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# else:
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# UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
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# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
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new_move_speed = _move_speed
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#adjusted_move_speed = 0
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else:
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if new_move_speed != move_speed:
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UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
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#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
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#print(new_move_speed, " ", adjusted_move_speed)
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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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#print(speed_multiplier)
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if (x_direction != 0):
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@ -1,5 +1,7 @@
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class_name StateMachineAnimatedActor extends StateMachine
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#var physics_modifier : StateModifier
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func change_state(new_state: State) -> void:
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if new_state.state_ready == false:
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# Don't transition to unready state
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@ -12,6 +14,9 @@ func change_state(new_state: State) -> void:
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if current_state.modifier: # Current state has a modifier
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new_state.transfer_modifiers(current_state.modifier)
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current_state.modifier = null
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if current_state.physics_modifier: # Current state has a physics modifier
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new_state.physics_modifier = current_state.physics_modifier
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current_state.physics_modifier = null
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current_state = new_state
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current_state.enter()
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