One step closer to movement modification. States have a LOT more movement options!
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@ -454,7 +454,7 @@ animations = [ {
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"name": "climb",
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"name": "climb",
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"speed": 10.0
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"speed": 10.0
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}, {
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}, {
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"frames": [ SubResource( 101 ), SubResource( 101 ), SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 104 ), SubResource( 105 ), SubResource( 105 ), SubResource( 105 ) ],
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"frames": [ SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 103 ), SubResource( 104 ), SubResource( 105 ) ],
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"loop": false,
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"loop": false,
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"name": "dash",
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"name": "dash",
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"speed": 10.0
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"speed": 10.0
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@ -621,8 +621,9 @@ idle_node = NodePath("../idle")
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[node name="dash" type="Node" parent="movement_state_machine" index="6"]
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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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script = ExtResource( 11 )
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move_speed = 90.0
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move_speed = 90.0
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move_speed_modifier = 150.0
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move_speed_modifier = 160.0
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move_modifier_move_acceleration = -400.0
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move_modifier_move_acceleration = -160.0
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jerk_factor = -190.0
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animation_sequence = [ "dash" ]
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animation_sequence = [ "dash" ]
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fall_node = NodePath("../fall")
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fall_node = NodePath("../fall")
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idle_node = NodePath("../idle")
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idle_node = NodePath("../idle")
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@ -11,16 +11,6 @@ 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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onready var attack_state: State = get_node(attack_node)
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#var speed_decay_rate := 1.0
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#var speed_decay_rate := 1.0
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var adjusted_move_speed: float
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var jerk: 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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jerk = 0
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# speed_multiplier = 5
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# speed_decay_rate = 4
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func process_physics(delta: float) -> State:
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func process_physics(delta: float) -> State:
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@ -30,31 +20,32 @@ func process_physics(delta: float) -> State:
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if move_component.wants_jump():
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if move_component.wants_jump():
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return jump_state
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return jump_state
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# Move the last direction we were facing.
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# Assuming adjusted_move_speed is set to the mood speed modifier on state entry
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move_actor_as_desired(delta, parent.transform.x.x)
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# Move speed is the base speed plus the modifier minus the decay adjusted for time
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# # Assuming adjusted_move_speed is set to the mood speed modifier on state entry
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jerk += jerk_factor * delta
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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_modifier_move_acceleration * delta)
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# jerk += jerk_factor * delta
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var new_move_speed = move_speed + (move_acceleration * delta) + adjusted_move_speed + jerk
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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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# A really crappy normalization to prevent modifying past the base move speed.
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#
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if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier
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# # A really crappy normalization to prevent modifying past the base move speed.
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#print("nope1")
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# if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier
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new_move_speed = move_speed
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# #print("nope1")
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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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#print("nope2")
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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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# #print("nope2")
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else:
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# 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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# else:
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#print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
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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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#
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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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#
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#parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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# move_component.velocity.y += gravity * delta
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#print(speed_multiplier)
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# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
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move_component.velocity.x = parent.transform.x.x * new_move_speed
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# #print(speed_multiplier)
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move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
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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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## Trying a whole new model
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# var new_move_speed = move_speed * speed_multiplier
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# var new_move_speed = move_speed * speed_multiplier
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@ -22,6 +22,11 @@ export var move_acceleration: float = 0
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export var move_speed_modifier: float = 0
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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 jerk: float
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##TODO: Deprecate this useless fool!
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var speed_multiplier: float = 1.0
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var speed_multiplier: float = 1.0
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export(Array, String) var animation_sequence
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export(Array, String) var animation_sequence
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@ -160,6 +165,10 @@ func enter() -> void:
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#modifier_stack_ref = state_modifiers
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#modifier_stack_ref = state_modifiers
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update_animation()
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update_animation()
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# Reset movespeed counters
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adjusted_move_speed = move_speed_modifier
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jerk = 0
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return
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return
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func exit() -> void:
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func exit() -> void:
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@ -249,23 +258,52 @@ func process_physics(_delta: float) -> State:
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# if animations.frames.get_animation_loop(animations.animation) == false:
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# if animations.frames.get_animation_loop(animations.animation) == false:
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# animation_index += 1
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# animation_index += 1
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func move_actor_as_desired(delta: float):
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func move_actor_as_desired(delta: float, x_direction: float = 0):
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var new_speed = move_speed * speed_multiplier
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# Assuming adjusted_move_speed is set to the mood speed modifier on state entry
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if speed_multiplier > 1.0:
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# Move speed is the base speed plus the modifier minus the decay adjusted for time
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speed_multiplier -= delta * speed_multiplier
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jerk += jerk_factor * delta
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#speed_decay_rate += delta * speed_decay_rate
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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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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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# Deadzone
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# A really crappy normalization to prevent modifying past the base move speed.
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if speed_multiplier < 1.1 and speed_multiplier > 0.9:
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if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier
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speed_multiplier = 1.0
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#print("nope1")
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# if (new_speed > move_speed):
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new_move_speed = move_speed
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# print("Go Faster Booooy! ", 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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# 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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#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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#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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#print(speed_multiplier)
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if (x_direction != 0):
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move_component.velocity.x = x_direction * new_move_speed
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else:
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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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@ -34,9 +34,9 @@ var name :String = ''
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# Move Speed in Pixels Per Second
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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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# 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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# (But I'm not sure if I like that model.)
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var move_speed: float
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#var move_speed: float
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var move_speed_modifier: float = 0
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#var move_speed_modifier: float = 0
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var move_speed_modifier_decay: float = 0
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#var move_speed_modifier_decay: float = 0
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
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@ -75,14 +75,21 @@ func merge_modifier(merging_mod: ModifierProperties):
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return
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return
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# Can't support timeouts or animation stuff right now.
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# Can't support timeouts or animation stuff right now.
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#timeout_seconds = merging_mod.timeout_seconds
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#timeout_seconds = merging_mod.timeout_seconds
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move_speed = merging_mod.move_speed
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# move_speed = merging_mod.move_speed
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gravity = merging_mod.gravity
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# gravity = merging_mod.gravity
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move_speed_modifier = merging_mod.move_speed_modifier
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# move_speed_modifier = merging_mod.move_speed_modifier
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move_speed_modifier_decay = merging_mod.move_speed_modifier_decay
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# move_speed_modifier_decay = merging_mod.move_speed_modifier_decay
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func get_modifier_properties() -> ModifierProperties:
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func get_modifier_properties() -> ModifierProperties:
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return ModifierProperties.new( move_speed, gravity, move_speed_modifier, move_speed_modifier_decay)
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#( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float,
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# p_move_modifier_move_acceleration:float, p_jerk_factor: float):
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return ModifierProperties.new( modifier_properties.move_speed,
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modifier_properties.gravity,
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modifier_properties.move_acceleration,
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modifier_properties.move_speed_modifier,
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modifier_properties.move_modifier_move_acceleration,
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modifier_properties.jerk_factor)
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func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer:
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func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeout : float = 0, parent:Node = null, function_name : String = "") -> Timer:
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# If somebody forgot to specify the type
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# If somebody forgot to specify the type
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@ -93,7 +100,7 @@ func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeou
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# if parent != null and function_name != "":
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# if parent != null and function_name != "":
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# state_call_function = funcref(parent, function_name)
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# state_call_function = funcref(parent, function_name)
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modifier_properties = ModifierProperties.new(0,0,0,0)
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modifier_properties = ModifierProperties.new(0,0,0,0,0,0)
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if timeout > 0:
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if timeout > 0:
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state_timeout = Timer.new()
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state_timeout = Timer.new()
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@ -3,14 +3,22 @@ extends Reference
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var modifier_type: int = 0
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var modifier_type: int = 0
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#var timeout_seconds: float = 0.0
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#var timeout_seconds: float = 0.0
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var move_speed: float = 0.0
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var gravity:int = 0
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var move_speed_modifier: float = 0.0
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var move_speed_modifier_decay: float = 0.0
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func _init( p_move_speed:float, p_gravity:int , p_move_speed_modifier:float, p_move_speed_modifier_decay:float):
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var move_speed: float = 0.0
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var move_acceleration: float = 0.0
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var move_speed_modifier: float = 0.0
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var move_modifier_move_acceleration: float = 0.0
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var jerk_factor: float = 0
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var gravity:int = 0
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func _init( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float,
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p_move_modifier_move_acceleration:float, p_jerk_factor: float):
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#timeout_seconds = p_timeout_seconds
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#timeout_seconds = p_timeout_seconds
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move_speed = p_move_speed
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move_speed = p_move_speed
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move_acceleration = p_move_acceleration
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gravity = p_gravity
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gravity = p_gravity
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move_speed_modifier = p_move_speed_modifier
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move_speed_modifier = p_move_speed_modifier
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move_speed_modifier_decay = p_move_speed_modifier_decay
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move_modifier_move_acceleration = p_move_modifier_move_acceleration
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jerk_factor = p_jerk_factor
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