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8 changed files with 48 additions and 38 deletions

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@ -8,7 +8,7 @@ func _ready():
landing_modifier= StateModifier.new() landing_modifier= StateModifier.new()
#add_child(modifier) #add_child(modifier)
#modifier.init_ref() #modifier.init_ref()
landing_modifier.ready( "landing", "jump" , landing_modifier.TYPE.EXIT_ANIMATION) landing_modifier.ready( "landing", "land" , landing_modifier.TYPE.EXIT_ANIMATION)
#print("ready! MOD") #print("ready! MOD")

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@ -7,8 +7,16 @@ extends Interactable
onready var sprite: Sprite = $Sprite onready var sprite: Sprite = $Sprite
const pickup = preload("res://src/Interactables/HealthPickup.tscn")
var opened := false
func trigger_interaction(): func trigger_interaction():
# This is something that should maybe be extended for every differant interactible. # This is something that should maybe be extended for every differant interactible.
# They could inherit from this base class and implement this function. # They could inherit from this base class and implement this function.
sprite.frame = 1 sprite.frame = 1
if !opened:
var chest_item = pickup.instance()
chest_item.global_position = global_position + Vector2(0,-50)
owner.add_child(chest_item)
opened = true

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@ -4,6 +4,22 @@ extends Interactable
onready var health_icon: AnimatedSprite = $AnimatedSprite onready var health_icon: AnimatedSprite = $AnimatedSprite
onready var drop_raycast: RayCast2D = $RayCast2D
func _ready():
#gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
gravity = 90
# Doesn't get enabled until it drops
monitoring = false
func _physics_process(delta):
if drop_raycast.is_colliding() == false:
var velocity = Vector2(0,0)
position.y += delta * gravity
else:
monitoring = true
func trigger_interaction(): func trigger_interaction():
# This is something that should maybe be extended for every differant interactible. # This is something that should maybe be extended for every differant interactible.
# They could inherit from this base class and implement this function. # They could inherit from this base class and implement this function.

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@ -8,11 +8,18 @@
radius = 6.0 radius = 6.0
[node name="HealthPickup" instance=ExtResource( 2 )] [node name="HealthPickup" instance=ExtResource( 2 )]
monitoring = false
script = ExtResource( 1 ) script = ExtResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"] [node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
frames = ExtResource( 3 ) frames = ExtResource( 3 )
frame = 2
playing = true playing = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"] [node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
shape = SubResource( 1 ) shape = SubResource( 1 )
[node name="RayCast2D" type="RayCast2D" parent="." index="2"]
enabled = true
cast_to = Vector2( 0, 8 )
collision_mask = 3

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@ -36,7 +36,7 @@ extents = Vector2( 8, 53 )
script = ExtResource( 10 ) script = ExtResource( 10 )
[node name="PlayerStart" type="Position2D" parent="."] [node name="PlayerStart" type="Position2D" parent="."]
position = Vector2( 1047, 111 ) position = Vector2( 92, 87 )
[node name="CameraBoundaries" type="Area2D" parent="."] [node name="CameraBoundaries" type="Area2D" parent="."]
collision_layer = 256 collision_layer = 256
@ -122,6 +122,9 @@ position = Vector2( 494, 39 )
[node name="HealthPickup" parent="." instance=ExtResource( 5 )] [node name="HealthPickup" parent="." instance=ExtResource( 5 )]
position = Vector2( 226, 153 ) position = Vector2( 226, 153 )
[node name="HealthPickup" parent="HealthPickup" instance=ExtResource( 5 )]
position = Vector2( 754, -123 )
[node name="Chest2" parent="." instance=ExtResource( 4 )] [node name="Chest2" parent="." instance=ExtResource( 4 )]
position = Vector2( 319, 112 ) position = Vector2( 319, 112 )

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@ -633,7 +633,8 @@ idle_node = NodePath("../idle")
script = ExtResource( 11 ) script = ExtResource( 11 )
move_speed = 90.0 move_speed = 90.0
move_speed_modifier = 90.0 move_speed_modifier = 90.0
move_modifier_move_acceleration = -180.0 move_modifier_move_acceleration = -100.0
jerk_factor = -20.0
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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@ -47,7 +47,7 @@ func process_frame(delta: float) -> State:
func process_physics(delta: float) -> State: func process_physics(delta: float) -> State:
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 = parent.transform.x * move_speed move_component.velocity.x = parent.transform.x.x * move_speed
# if (parent.direction.x > 0): # if (parent.direction.x > 0):
# parent.velocity.x = 1 * move_speed # parent.velocity.x = 1 * move_speed
# else: # else:

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@ -353,12 +353,6 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
print("Acceleration changed.", abs(move_component.acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration)) print("Acceleration changed.", abs(move_component.acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
# ##TODO: I don't know where I should actually set the momentum. :
# if sign(_move_speed_modifier) == -1: # decreased speed modifier
# move_component.momentum.x = 0
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
# move_component.momentum.x = abs(move_speed_modifier)
# If we're no longer tryingg to move int the direction of our movement and momentum. # If we're no longer tryingg to move int the direction of our movement and momentum.
if sign(current_x_velocity) != sign(move_component.desired_movement_vector.x) and move_component.momentum.x != 0: if sign(current_x_velocity) != sign(move_component.desired_movement_vector.x) and move_component.momentum.x != 0:
if sign(_move_speed_modifier) == -1 : # decreased speed modifier if sign(_move_speed_modifier) == -1 : # decreased speed modifier
@ -375,13 +369,15 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
sign(current_x_velocity) == 1) or (sign(move_component.desired_movement_vector.x) == -1 and sign(current_x_velocity) == 1) or (sign(move_component.desired_movement_vector.x) == -1 and
sign(current_x_velocity) == -1): sign(current_x_velocity) == -1):
print("be more opposite") print("be more opposite")
if sign(_move_speed_modifier) == 1: # if sign(_move_speed_modifier) == 1: # increased speed modifier
print("faster faster.") # print("faster faster.")
elif sign(move_component.desired_movement_vector.x) == sign(current_x_velocity) and move_component.momentum.x != 0: elif sign(move_component.desired_movement_vector.x) == sign(current_x_velocity) and move_component.momentum.x != 0:
if sign(move_component.acceleration.x) != sign(move_component.momentum.x) and x_move_direction_override == 0: if sign(move_component.acceleration.x) != sign(move_component.momentum.x) and x_move_direction_override == 0:
print("Step it up!") print("Step it up!")
# Flip the direction of the acceleration # Flip the direction of the acceleration
move_component.acceleration.x *= -1 move_component.acceleration.x *= -1
# Apply momentum and acceleration if a modifer exists
if move_component.momentum.x <= 0 and _move_speed_modifier !=0: if move_component.momentum.x <= 0 and _move_speed_modifier !=0:
#if we're trying to move but we have no momentum applied currently #if we're trying to move but we have no momentum applied currently
#if move_component.desired_movement_vector.x != 0: #if move_component.desired_movement_vector.x != 0:
@ -391,43 +387,22 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
if sign(_move_speed_modifier) == -1: # decreased speed modifier if sign(_move_speed_modifier) == -1: # decreased speed modifier
move_component.momentum.x = 0 move_component.momentum.x = 0
elif sign(_move_speed_modifier) == +1: # increased speed modifier elif sign(_move_speed_modifier) == +1: # increased speed modifier
##TODO: in most cases this should only be applied once. need to find a way to warn against this.
move_component.momentum.x = abs(move_speed_modifier) move_component.momentum.x = abs(move_speed_modifier)
print("momentum applied!")
# Reverse the accelerations if we carry over momentum but the modifier no longer applies.
if move_component.momentum.x > 0 and _move_speed_modifier == 0: if move_component.momentum.x > 0 and _move_speed_modifier == 0:
if sign(move_component.acceleration.x) == sign(move_component.momentum.x): if sign(move_component.acceleration.x) == sign(move_component.momentum.x):
print("Whoh Woah your done.") print("Whoh Woah your done.")
# Flip the direction of the acceleration # Flip the direction of the acceleration
move_component.acceleration.x *= -1 move_component.acceleration.x *= -1
##TODO: I don't know where I should actually set the momentum. :
# This was not the place
# if sign(_move_speed_modifier) == -1: # decreased speed modifier
# move_component.momentum.x = 0
# move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
# move_component.momentum.x = abs(move_speed_modifier)
# elif sign(_move_speed_modifier) == +1: # increased speed modifier
# print("wait does it matter")
# else: # physics won't apply here
# print("uh")
# else:
# print("Direction changed")
# if move_component.momentum.x > abs(current_x_velocity):
# move_component.momentum.x = abs(current_x_velocity)
# flip the acceleration to apply against the momentum
#move_component.acceleration.x *= -1 * sign(move_component.momentum.x)
# If the movement direction changes and we have momentum
# print("Flip that thing!")
# move_component.momentum.x *= -1
# if sign(move_component.acceleration.x ) == sign(_move_speed_modifier):
# move_component.acceleration.x *= -1 * sign(current_x_velocity)
# We're going to adjust our move speed only to the modifier # We're going to adjust our move speed only to the modifier
move_component.momentum.x += move_component.acceleration.x * delta move_component.momentum.x += move_component.acceleration.x * delta
jerk += _jerk_factor * delta jerk += _jerk_factor * delta
# Momentum should always be the inverse of the speed modifier
var new_move_speed :float = 0 var new_move_speed :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier if sign(_move_speed_modifier) == -1: # decreased speed modifier
@ -453,7 +428,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x)) var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x))
# if move_component.momentum.x != 0: # if move_component.momentum.x != 0:
if false: if true:
UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(move_component.desired_movement_vector.x)) + UiManager.debug_text = ( "Mod(" + str(sign(_move_speed_modifier)) + ") Dir(" + str(move_direction) + ") Vel(" + str(sign(current_x_velocity)) + ") Mov(" + str(sign(move_component.desired_movement_vector.x)) +
")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) + ")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(move_component.momentum.x)) + "\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(move_component.momentum.x)) +