Trying whole new PixelPerSecond based movement modifier system. Looking promising.
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@ -486,6 +486,7 @@ debug_state_machine = true
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[node name="idle" parent="movement_state_machine" index="0"]
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script = ExtResource( 4 )
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move_speed = 1.0
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animation_sequence = [ "idle" ]
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jump_node = NodePath("../jump")
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attack_node = NodePath("../attack")
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@ -494,6 +495,7 @@ roll_node = NodePath("../roll")
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[node name="fall" parent="movement_state_machine" index="1"]
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script = ExtResource( 6 )
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move_speed = 90.0
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animation_sequence = [ "jump" ]
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landing_node = NodePath("landing")
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@ -506,12 +508,14 @@ pre_append_animation = true
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[node name="move" parent="movement_state_machine" index="2"]
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script = ExtResource( 5 )
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move_speed = 90.0
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animation_sequence = [ "step", "run" ]
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jump_node = NodePath("../jump")
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attack_node = NodePath("../attack")
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[node name="jump" type="Node" parent="movement_state_machine" index="3"]
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script = ExtResource( 8 )
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move_speed = 90.0
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animation_sequence = [ "jump" ]
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idle_node = NodePath("../idle")
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fall_node = NodePath("../fall")
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@ -544,6 +548,9 @@ 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 = 120.0
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move_speed_modifier_decay = -300.0
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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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@ -552,7 +559,7 @@ jump_node = NodePath("../jump")
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[node name="roll" type="Node" parent="movement_state_machine" index="7"]
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script = ExtResource( 14 )
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move_speed = 90.0
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move_speed = 50.0
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animation_sequence = [ "roll" ]
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emitter_frame_subscriptions = {
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2: "roll"
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@ -11,10 +11,12 @@ onready var idle_state: State = get_node(idle_node)
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onready var attack_state: State = get_node(attack_node)
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var speed_decay_rate := 1.0
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var adjusted_move_speed: float
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func enter():
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remove_animation_state_modifiers()
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.enter()
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adjusted_move_speed = move_speed_modifier
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speed_multiplier = 5
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speed_decay_rate = 4
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@ -25,26 +27,49 @@ func process_physics(delta: float) -> State:
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if move_component.wants_jump():
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return jump_state
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var new_move_speed = move_speed * speed_multiplier
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if speed_multiplier > 1.0:
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print("PPS: ", new_move_speed * delta)
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speed_multiplier -= delta * (speed_decay_rate * speed_multiplier)
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#speed_decay_rate += delta * speed_decay_rate
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elif speed_multiplier < 1.0:
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speed_multiplier += delta * (speed_decay_rate * speed_multiplier)
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#speed_decay_rate += delta * speed_decay_rate
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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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adjusted_move_speed = adjusted_move_speed + (move_speed_modifier_decay * delta)
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var new_move_speed = move_speed + adjusted_move_speed
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# Deadzone
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if speed_multiplier < 1.1 and speed_multiplier > 0.9:
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speed_multiplier = 1.0
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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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#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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#print("nope2")
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new_move_speed = move_speed
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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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#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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#print(speed_multiplier)
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move_component.velocity.x = parent.transform.x.x * new_move_speed
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move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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## Trying a whole new model
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# var new_move_speed = move_speed * speed_multiplier
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# if speed_multiplier > 1.0:
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# print("PPS: ", new_move_speed * delta)
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# speed_multiplier -= delta * (speed_decay_rate * speed_multiplier)
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# #speed_decay_rate += delta * speed_decay_rate
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#
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# elif speed_multiplier < 1.0:
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# speed_multiplier += delta * (speed_decay_rate * speed_multiplier)
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# #speed_decay_rate += delta * speed_decay_rate
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#
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# # Deadzone
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# if speed_multiplier < 1.1 and speed_multiplier > 0.9:
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# speed_multiplier = 1.0
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#
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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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# move_component.velocity.x = parent.transform.x.x * new_move_speed
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# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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if move_component.velocity.x == 0.0 or animations.playing == false:
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@ -16,7 +16,11 @@ extends State
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## Deprecated
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# export var animation_name: String
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# Movement Speed in Pixels Per Second
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export var move_speed: float = 60
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export var move_speed_decay: float = 0
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export var move_speed_modifier: float = 0
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export var move_speed_modifier_decay: float = 0
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var speed_multiplier: float = 1.0
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export(Array, String) var animation_sequence
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@ -23,7 +23,14 @@ export(String, "None",
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"Replace Animation") var modifier_type = "None"
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export var starting_frame: int = 0
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export var move_speed: float = 60
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# Move Speed in Pixels Per Second
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# These should only apply if Modification Type Set to None.
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# (But I'm not sure if I like that model.)
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export var move_speed: float
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export var move_speed_modifier: float = 0
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export var move_speed_modifier_decay: float = 0
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export var timeout_seconds: float = 0.0
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# Attempting to use this as an animation suffix that can linger after
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