Fixup for motion and momentum.
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@ -570,7 +570,7 @@ interactable_node = NodePath("../Interactable_Receiver")
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[node name="idle" parent="movement_state_machine" index="0"]
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[node name="idle" parent="movement_state_machine" index="0"]
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script = ExtResource( 4 )
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script = ExtResource( 4 )
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move_speed = 0.0
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move_speed = 1.0
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animation_sequence = [ "idle" ]
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animation_sequence = [ "idle" ]
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jump_node = NodePath("../jump")
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jump_node = NodePath("../jump")
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attack_node = NodePath("../attack")
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attack_node = NodePath("../attack")
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@ -23,7 +23,7 @@ export var move_speed_modifier: float = 0
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export var move_modifier_move_acceleration: float = 0
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export var move_modifier_move_acceleration: float = 0
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export var jerk_factor: float = 0
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export var jerk_factor: float = 0
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var adjusted_move_speed: float
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#var adjusted_move_speed: float
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var jerk: float
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var jerk: float
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var physics_modifier :StateModifier
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var physics_modifier :StateModifier
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@ -168,7 +168,7 @@ func enter() -> void:
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update_animation()
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update_animation()
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# Reset movespeed counters
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# Reset movespeed counters
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adjusted_move_speed = move_speed_modifier
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move_component.momentum.x = move_speed_modifier
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jerk = 0
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jerk = 0
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return
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return
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@ -283,19 +283,36 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
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# else:
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# else:
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# UiManager.debug_text = ''
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# UiManager.debug_text = ''
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# We have no speed but left over momentum.
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# if _move_speed == 0 and move_component.momentum.x != 0.0:
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# # W
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# pass
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# Assuming adjusted_move_speed is set to the mood speed modifier on state entry
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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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# 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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jerk += _jerk_factor * delta
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adjusted_move_speed += _move_modifier_move_acceleration * delta
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# adjusted_move_speed += _move_modifier_move_acceleration * delta
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move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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move_component.momentum.x += _move_modifier_move_acceleration * delta
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#Another crappy normalization hack
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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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if move_component.momentum.x > _move_speed_modifier and _move_speed_modifier > 0:
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adjusted_move_speed = _move_speed_modifier
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move_component.momentum.x = _move_speed_modifier
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elif adjusted_move_speed < _move_speed_modifier and _move_speed_modifier < 0:
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#move_component.acceleration.x = 0
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adjusted_move_speed = _move_speed_modifier
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elif move_component.momentum.x < _move_speed_modifier and _move_speed_modifier < 0:
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if _move_speed_modifier == 0:
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move_component.momentum.x = _move_speed_modifier
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adjusted_move_speed = 0
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#move_component.acceleration.x = 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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# Crappy momentum shutdown routines when the modifier doesn't apply
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if _move_speed_modifier == 0:
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if move_component.momentum.x > 0 and move_component.acceleration.x > 0:
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move_component.momentum.x = 0
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move_component.acceleration.x = 0
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elif move_component.momentum.x < 0 and move_component.acceleration.x < 0:
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move_component.momentum.x = 0
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move_component.acceleration.x = 0
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var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + move_component.momentum.x + jerk
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# A really crappy normalization to prevent modifying past the base move speed.
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# A really crappy normalization to prevent modifying past the base move speed.
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@ -308,8 +325,8 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
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new_move_speed = _move_speed
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new_move_speed = _move_speed
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#adjusted_move_speed = 0
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#adjusted_move_speed = 0
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else:
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else:
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if new_move_speed != move_speed:
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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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UiManager.debug_text = "S:" + str(round(new_move_speed)) + ",M" + str(round(move_component.momentum.x)) + ",A" + str(round(move_component.acceleration.x)) # str(round(jerk))
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#print(adjusted_move_speed, ",", new_move_speed, ",", 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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#print(new_move_speed, " ", adjusted_move_speed)
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@ -323,23 +340,3 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
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move_component.velocity.x = move_component.desired_movement_vector.x * new_move_speed
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move_component.velocity.x = move_component.desired_movement_vector.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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move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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# var new_speed = move_speed * speed_multiplier
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# if speed_multiplier > 1.0:
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# speed_multiplier -= delta * 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_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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## if (new_speed > move_speed):
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## print("Go Faster Booooy! ", 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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# move_component.velocity.x = move_component.desired_movement_vector.x * new_speed
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# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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