Fixup for motion and momentum.

This commit is contained in:
Nitsud Yarg 2024-07-04 12:53:07 -07:00
parent 402ce4456f
commit 98c92dbeaf
2 changed files with 29 additions and 32 deletions

View File

@ -570,7 +570,7 @@ interactable_node = NodePath("../Interactable_Receiver")
[node name="idle" parent="movement_state_machine" index="0"] [node name="idle" parent="movement_state_machine" index="0"]
script = ExtResource( 4 ) script = ExtResource( 4 )
move_speed = 0.0 move_speed = 1.0
animation_sequence = [ "idle" ] animation_sequence = [ "idle" ]
jump_node = NodePath("../jump") jump_node = NodePath("../jump")
attack_node = NodePath("../attack") attack_node = NodePath("../attack")

View File

@ -23,7 +23,7 @@ export var move_speed_modifier: float = 0
export var move_modifier_move_acceleration: float = 0 export var move_modifier_move_acceleration: float = 0
export var jerk_factor: float = 0 export var jerk_factor: float = 0
var adjusted_move_speed: float #var adjusted_move_speed: float
var jerk: float var jerk: float
var physics_modifier :StateModifier var physics_modifier :StateModifier
@ -168,7 +168,7 @@ func enter() -> void:
update_animation() update_animation()
# Reset movespeed counters # Reset movespeed counters
adjusted_move_speed = move_speed_modifier move_component.momentum.x = move_speed_modifier
jerk = 0 jerk = 0
return return
@ -283,19 +283,36 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
# else: # else:
# UiManager.debug_text = '' # UiManager.debug_text = ''
# We have no speed but left over momentum.
# if _move_speed == 0 and move_component.momentum.x != 0.0:
# # W
# pass
# Assuming adjusted_move_speed is set to the mood speed modifier on state entry # Assuming adjusted_move_speed is set to the mood speed modifier on state entry
# Move speed is the base speed plus the modifier minus the decay adjusted for time # Move speed is the base speed plus the modifier minus the decay adjusted for time
jerk += _jerk_factor * delta jerk += _jerk_factor * delta
adjusted_move_speed += _move_modifier_move_acceleration * delta # adjusted_move_speed += _move_modifier_move_acceleration * delta
move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
move_component.momentum.x += _move_modifier_move_acceleration * delta
#Another crappy normalization hack #Another crappy normalization hack
if adjusted_move_speed > _move_speed_modifier and _move_speed_modifier > 0: if move_component.momentum.x > _move_speed_modifier and _move_speed_modifier > 0:
adjusted_move_speed = _move_speed_modifier move_component.momentum.x = _move_speed_modifier
elif adjusted_move_speed < _move_speed_modifier and _move_speed_modifier < 0: #move_component.acceleration.x = 0
adjusted_move_speed = _move_speed_modifier elif move_component.momentum.x < _move_speed_modifier and _move_speed_modifier < 0:
move_component.momentum.x = _move_speed_modifier
#move_component.acceleration.x = 0
# Crappy momentum shutdown routines when the modifier doesn't apply
if _move_speed_modifier == 0: if _move_speed_modifier == 0:
adjusted_move_speed = 0 if move_component.momentum.x > 0 and move_component.acceleration.x > 0:
move_component.momentum.x = 0
move_component.acceleration.x = 0
elif move_component.momentum.x < 0 and move_component.acceleration.x < 0:
move_component.momentum.x = 0
move_component.acceleration.x = 0
var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + adjusted_move_speed + jerk var new_move_speed = (_move_speed + _move_speed_modifier ) + (_move_acceleration * delta) + move_component.momentum.x + jerk
# A really crappy normalization to prevent modifying past the base move speed. # A really crappy normalization to prevent modifying past the base move speed.
@ -308,8 +325,8 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
new_move_speed = _move_speed new_move_speed = _move_speed
#adjusted_move_speed = 0 #adjusted_move_speed = 0
else: else:
if new_move_speed != move_speed: #if new_move_speed != move_speed:
UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk)) 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))
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk) #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed) #print(new_move_speed, " ", adjusted_move_speed)
@ -323,23 +340,3 @@ func move_actor_as_desired(delta: float, x_direction: float = 0):
move_component.velocity.x = move_component.desired_movement_vector.x * new_move_speed move_component.velocity.x = move_component.desired_movement_vector.x * new_move_speed
move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
# var new_speed = move_speed * speed_multiplier
# if speed_multiplier > 1.0:
# speed_multiplier -= delta * speed_multiplier
# #speed_decay_rate += delta * speed_decay_rate
#
# elif speed_multiplier < 1.0:
# speed_multiplier += delta * speed_multiplier
# #speed_decay_rate += delta * speed_decay_rate
#
# # Deadzone
# if speed_multiplier < 1.1 and speed_multiplier > 0.9:
# speed_multiplier = 1.0
## if (new_speed > move_speed):
## print("Go Faster Booooy! ", move_speed)
# move_component.velocity.y += gravity * delta
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# move_component.velocity.x = move_component.desired_movement_vector.x * new_speed
# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))