One step closer to movement modification. States have a LOT more movement options!

This commit is contained in:
Nitsud Yarg 2024-06-29 20:24:38 -07:00
parent 2b08e37337
commit a87955eb0d
5 changed files with 113 additions and 68 deletions

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@ -454,7 +454,7 @@ animations = [ {
"name": "climb", "name": "climb",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 101 ), SubResource( 101 ), SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 104 ), SubResource( 105 ), SubResource( 105 ), SubResource( 105 ) ], "frames": [ SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 103 ), SubResource( 104 ), SubResource( 105 ) ],
"loop": false, "loop": false,
"name": "dash", "name": "dash",
"speed": 10.0 "speed": 10.0
@ -621,8 +621,9 @@ idle_node = NodePath("../idle")
[node name="dash" type="Node" parent="movement_state_machine" index="6"] [node name="dash" type="Node" parent="movement_state_machine" index="6"]
script = ExtResource( 11 ) script = ExtResource( 11 )
move_speed = 90.0 move_speed = 90.0
move_speed_modifier = 150.0 move_speed_modifier = 160.0
move_modifier_move_acceleration = -400.0 move_modifier_move_acceleration = -160.0
jerk_factor = -190.0
animation_sequence = [ "dash" ] animation_sequence = [ "dash" ]
fall_node = NodePath("../fall") fall_node = NodePath("../fall")
idle_node = NodePath("../idle") idle_node = NodePath("../idle")

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@ -11,16 +11,6 @@ onready var idle_state: State = get_node(idle_node)
onready var attack_state: State = get_node(attack_node) onready var attack_state: State = get_node(attack_node)
#var speed_decay_rate := 1.0 #var speed_decay_rate := 1.0
var adjusted_move_speed: float
var jerk: float
func enter():
#remove_animation_state_modifiers()
.enter()
adjusted_move_speed = move_speed_modifier
jerk = 0
# speed_multiplier = 5
# speed_decay_rate = 4
func process_physics(delta: float) -> State: func process_physics(delta: float) -> State:
@ -30,31 +20,32 @@ func process_physics(delta: float) -> State:
if move_component.wants_jump(): if move_component.wants_jump():
return jump_state return jump_state
# Move the last direction we were facing.
# Assuming adjusted_move_speed is set to the mood speed modifier on state entry move_actor_as_desired(delta, parent.transform.x.x)
# Move speed is the base speed plus the modifier minus the decay adjusted for time # # Assuming adjusted_move_speed is set to the mood speed modifier on state entry
jerk += jerk_factor * delta # # Move speed is the base speed plus the modifier minus the decay adjusted for time
adjusted_move_speed = adjusted_move_speed + (move_modifier_move_acceleration * delta) # jerk += jerk_factor * delta
var new_move_speed = move_speed + (move_acceleration * delta) + adjusted_move_speed + jerk # adjusted_move_speed += move_modifier_move_acceleration * delta
# var new_move_speed = move_speed + (move_acceleration * delta) + adjusted_move_speed + jerk
# A really crappy normalization to prevent modifying past the base move speed. #
if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier # # A really crappy normalization to prevent modifying past the base move speed.
#print("nope1") # if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier
new_move_speed = move_speed # #print("nope1")
elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier # new_move_speed = move_speed
#print("nope2") # elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier
new_move_speed = move_speed # #print("nope2")
else: # new_move_speed = move_speed
UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk)) # else:
#print(adjusted_move_speed, ",", new_move_speed, ",", jerk) # UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed) #
# #print(new_move_speed, " ", adjusted_move_speed)
move_component.velocity.y += gravity * delta #
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) # move_component.velocity.y += gravity * delta
#print(speed_multiplier) # #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
move_component.velocity.x = parent.transform.x.x * new_move_speed # #print(speed_multiplier)
move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1)) # move_component.velocity.x = parent.transform.x.x * new_move_speed
# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
## Trying a whole new model ## Trying a whole new model
# var new_move_speed = move_speed * speed_multiplier # var new_move_speed = move_speed * speed_multiplier

View File

@ -22,6 +22,11 @@ export var move_acceleration: float = 0
export var move_speed_modifier: float = 0 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 jerk: float
##TODO: Deprecate this useless fool!
var speed_multiplier: float = 1.0 var speed_multiplier: float = 1.0
export(Array, String) var animation_sequence export(Array, String) var animation_sequence
@ -160,6 +165,10 @@ func enter() -> void:
#modifier_stack_ref = state_modifiers #modifier_stack_ref = state_modifiers
update_animation() update_animation()
# Reset movespeed counters
adjusted_move_speed = move_speed_modifier
jerk = 0
return return
func exit() -> void: func exit() -> void:
@ -249,23 +258,52 @@ func process_physics(_delta: float) -> State:
# if animations.frames.get_animation_loop(animations.animation) == false: # if animations.frames.get_animation_loop(animations.animation) == false:
# animation_index += 1 # animation_index += 1
func move_actor_as_desired(delta: float): func move_actor_as_desired(delta: float, x_direction: float = 0):
var new_speed = move_speed * speed_multiplier # Assuming adjusted_move_speed is set to the mood speed modifier on state entry
if speed_multiplier > 1.0: # Move speed is the base speed plus the modifier minus the decay adjusted for time
speed_multiplier -= delta * speed_multiplier jerk += jerk_factor * delta
#speed_decay_rate += delta * speed_decay_rate adjusted_move_speed += move_modifier_move_acceleration * delta
var new_move_speed = move_speed + (move_acceleration * delta) + adjusted_move_speed + jerk
elif speed_multiplier < 1.0: # A really crappy normalization to prevent modifying past the base move speed.
speed_multiplier += delta * speed_multiplier if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier
#speed_decay_rate += delta * speed_decay_rate #print("nope1")
new_move_speed = move_speed
elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier
#print("nope2")
new_move_speed = move_speed
# else:
# UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#print(new_move_speed, " ", adjusted_move_speed)
# 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 move_component.velocity.y += gravity * delta
#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1)) #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
move_component.velocity.x = move_component.desired_movement_vector.x * new_speed #print(speed_multiplier)
if (x_direction != 0):
move_component.velocity.x = x_direction * new_move_speed
else:
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))

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@ -34,9 +34,9 @@ var name :String = ''
# Move Speed in Pixels Per Second # Move Speed in Pixels Per Second
# These should only apply if Modification Type Set to None. # These should only apply if Modification Type Set to None.
# (But I'm not sure if I like that model.) # (But I'm not sure if I like that model.)
var move_speed: float #var move_speed: float
var move_speed_modifier: float = 0 #var move_speed_modifier: float = 0
var move_speed_modifier_decay: float = 0 #var move_speed_modifier_decay: float = 0
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
@ -75,14 +75,21 @@ func merge_modifier(merging_mod: ModifierProperties):
return return
# Can't support timeouts or animation stuff right now. # Can't support timeouts or animation stuff right now.
#timeout_seconds = merging_mod.timeout_seconds #timeout_seconds = merging_mod.timeout_seconds
move_speed = merging_mod.move_speed # move_speed = merging_mod.move_speed
gravity = merging_mod.gravity # gravity = merging_mod.gravity
move_speed_modifier = merging_mod.move_speed_modifier # move_speed_modifier = merging_mod.move_speed_modifier
move_speed_modifier_decay = merging_mod.move_speed_modifier_decay # move_speed_modifier_decay = merging_mod.move_speed_modifier_decay
func get_modifier_properties() -> ModifierProperties: func get_modifier_properties() -> ModifierProperties:
return ModifierProperties.new( move_speed, gravity, move_speed_modifier, move_speed_modifier_decay) #( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float,
# p_move_modifier_move_acceleration:float, p_jerk_factor: float):
return ModifierProperties.new( modifier_properties.move_speed,
modifier_properties.gravity,
modifier_properties.move_acceleration,
modifier_properties.move_speed_modifier,
modifier_properties.move_modifier_move_acceleration,
modifier_properties.jerk_factor)
func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer: func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer:
# If somebody forgot to specify the type # If somebody forgot to specify the type
@ -93,7 +100,7 @@ func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeou
# if parent != null and function_name != "": # if parent != null and function_name != "":
# state_call_function = funcref(parent, function_name) # state_call_function = funcref(parent, function_name)
modifier_properties = ModifierProperties.new(0,0,0,0) modifier_properties = ModifierProperties.new(0,0,0,0,0,0)
if timeout > 0: if timeout > 0:
state_timeout = Timer.new() state_timeout = Timer.new()

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@ -3,14 +3,22 @@ extends Reference
var modifier_type: int = 0 var modifier_type: int = 0
#var timeout_seconds: float = 0.0 #var timeout_seconds: float = 0.0
var move_speed: float = 0.0
var gravity:int = 0
var move_speed_modifier: float = 0.0
var move_speed_modifier_decay: float = 0.0
func _init( p_move_speed:float, p_gravity:int , p_move_speed_modifier:float, p_move_speed_modifier_decay:float): var move_speed: float = 0.0
var move_acceleration: float = 0.0
var move_speed_modifier: float = 0.0
var move_modifier_move_acceleration: float = 0.0
var jerk_factor: float = 0
var gravity:int = 0
func _init( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float,
p_move_modifier_move_acceleration:float, p_jerk_factor: float):
#timeout_seconds = p_timeout_seconds #timeout_seconds = p_timeout_seconds
move_speed = p_move_speed move_speed = p_move_speed
move_acceleration = p_move_acceleration
gravity = p_gravity gravity = p_gravity
move_speed_modifier = p_move_speed_modifier move_speed_modifier = p_move_speed_modifier
move_speed_modifier_decay = p_move_speed_modifier_decay move_modifier_move_acceleration = p_move_modifier_move_acceleration
jerk_factor = p_jerk_factor