Fall and attack state improvements. Speed modifier now in move_as_desired function.
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0686e8e8b0
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@ -203,3 +203,28 @@ permissions/write_sms=false
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permissions/write_social_stream=false
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permissions/write_social_stream=false
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permissions/write_sync_settings=false
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permissions/write_sync_settings=false
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permissions/write_user_dictionary=false
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permissions/write_user_dictionary=false
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[preset.1]
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name="Linux/X11"
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platform="Linux/X11"
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runnable=true
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custom_features=""
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export_filter="all_resources"
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include_filter=""
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exclude_filter=""
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export_path="build/linux/.x86_64"
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script_export_mode=1
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script_encryption_key=""
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[preset.1.options]
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custom_template/debug=""
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custom_template/release=""
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binary_format/64_bits=true
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binary_format/embed_pck=false
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texture_format/bptc=false
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texture_format/s3tc=true
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texture_format/etc=false
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texture_format/etc2=false
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texture_format/no_bptc_fallbacks=true
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@ -45,7 +45,7 @@ func enter() -> void:
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previous_state_frame_number, " ", previous_state_name)
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previous_state_frame_number, " ", previous_state_name)
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match previous_animation_name:
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match previous_animation_name:
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"idle":
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"idle":
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animations.play("_shoot")
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animations.play("idle_shoot")
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"run":
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"run":
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animations.play("run_shoot")
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animations.play("run_shoot")
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animations.frame = previous_state_frame_number
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animations.frame = previous_state_frame_number
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@ -7,6 +7,10 @@ onready var idle_state: State = get_node(idle_node)
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onready var landing_mod: StateModifier = get_node(landing_node)
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onready var landing_mod: StateModifier = get_node(landing_node)
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func enter() -> void:
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func enter() -> void:
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var landing_mod_index = modifier_stack_ref.rfind(landing_mod)
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if landing_mod_index != -1:
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#print("You're Supposed to be dead!?: ", landing_mod_index)
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modifier_stack_ref.remove(landing_mod_index)
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.enter()
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.enter()
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# Jump to fall frame
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# Jump to fall frame
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animations.frame = 5
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animations.frame = 5
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@ -23,6 +23,8 @@ func enter() -> void:
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.enter()
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.enter()
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if previous_speed_multiplier > 1.0:
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if previous_speed_multiplier > 1.0:
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speed_multiplier = previous_speed_multiplier
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speed_multiplier = previous_speed_multiplier
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else:
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speed_multiplier = 1.0
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# Apply initial jump velocity on state enter
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# Apply initial jump velocity on state enter
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move_component.velocity.y = -jump_force
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move_component.velocity.y = -jump_force
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@ -190,6 +190,17 @@ func process_physics(_delta: float) -> State:
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func move_actor_as_desired(delta: float):
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func move_actor_as_desired(delta: float):
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var new_speed = move_speed * speed_multiplier
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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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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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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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# if (new_speed > move_speed):
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# print("Go Faster Booooy! ", 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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move_component.velocity.y += gravity * delta
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