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No commits in common. "9ef4d1748b8d23e7c6f46c35eced50f05d8aa7df" and "48f3e631e6104678a5c8f9cf3f7006c4953947d7" have entirely different histories.
9ef4d1748b
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48f3e631e6
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@ -8,7 +8,7 @@ func _ready():
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landing_modifier= StateModifier.new()
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#add_child(modifier)
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#modifier.init_ref()
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landing_modifier.ready( "landing", "land" , landing_modifier.TYPE.EXIT_ANIMATION)
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landing_modifier.ready( "landing", "jump" , landing_modifier.TYPE.EXIT_ANIMATION)
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#print("ready! MOD")
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@ -7,16 +7,8 @@ extends Interactable
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onready var sprite: Sprite = $Sprite
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const pickup = preload("res://src/Interactables/HealthPickup.tscn")
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var opened := false
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func trigger_interaction():
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# This is something that should maybe be extended for every differant interactible.
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# They could inherit from this base class and implement this function.
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sprite.frame = 1
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if !opened:
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var chest_item = pickup.instance()
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chest_item.global_position = global_position + Vector2(0,-50)
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owner.add_child(chest_item)
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opened = true
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@ -4,22 +4,6 @@ extends Interactable
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onready var health_icon: AnimatedSprite = $AnimatedSprite
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onready var drop_raycast: RayCast2D = $RayCast2D
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func _ready():
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#gravity = ProjectSettings.get_setting("physics/2d/default_gravity")
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gravity = 90
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# Doesn't get enabled until it drops
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monitoring = false
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func _physics_process(delta):
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if drop_raycast.is_colliding() == false:
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var velocity = Vector2(0,0)
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position.y += delta * gravity
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else:
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monitoring = true
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func trigger_interaction():
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# This is something that should maybe be extended for every differant interactible.
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# They could inherit from this base class and implement this function.
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@ -8,18 +8,11 @@
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radius = 6.0
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[node name="HealthPickup" instance=ExtResource( 2 )]
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monitoring = false
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script = ExtResource( 1 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="." index="0"]
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frames = ExtResource( 3 )
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frame = 2
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playing = true
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[node name="CollisionShape2D" type="CollisionShape2D" parent="." index="1"]
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shape = SubResource( 1 )
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[node name="RayCast2D" type="RayCast2D" parent="." index="2"]
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enabled = true
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cast_to = Vector2( 0, 8 )
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collision_mask = 3
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@ -36,7 +36,7 @@ extents = Vector2( 8, 53 )
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script = ExtResource( 10 )
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[node name="PlayerStart" type="Position2D" parent="."]
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position = Vector2( 92, 87 )
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position = Vector2( 1047, 111 )
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[node name="CameraBoundaries" type="Area2D" parent="."]
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collision_layer = 256
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@ -122,9 +122,6 @@ position = Vector2( 494, 39 )
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[node name="HealthPickup" parent="." instance=ExtResource( 5 )]
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position = Vector2( 226, 153 )
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[node name="HealthPickup" parent="HealthPickup" instance=ExtResource( 5 )]
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position = Vector2( 754, -123 )
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[node name="Chest2" parent="." instance=ExtResource( 4 )]
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position = Vector2( 319, 112 )
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@ -633,8 +633,7 @@ idle_node = NodePath("../idle")
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script = ExtResource( 11 )
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move_speed = 90.0
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move_speed_modifier = 90.0
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move_modifier_move_acceleration = -100.0
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jerk_factor = -20.0
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move_modifier_move_acceleration = -180.0
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animation_sequence = [ "dash" ]
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fall_node = NodePath("../fall")
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idle_node = NodePath("../idle")
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@ -47,7 +47,7 @@ func process_frame(delta: float) -> State:
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func process_physics(delta: float) -> State:
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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 = parent.transform.x.x * move_speed
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move_component.velocity = parent.transform.x * move_speed
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# if (parent.direction.x > 0):
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# parent.velocity.x = 1 * move_speed
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# else:
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@ -353,6 +353,12 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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print("Acceleration changed.", abs(move_component.acceleration.x), "-", (_move_modifier_move_acceleration + _move_acceleration))
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move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# ##TODO: I don't know where I should actually set the momentum. :
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# if sign(_move_speed_modifier) == -1: # decreased speed modifier
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# move_component.momentum.x = 0
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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# move_component.momentum.x = abs(move_speed_modifier)
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# If we're no longer tryingg to move int the direction of our movement and momentum.
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if sign(current_x_velocity) != sign(move_component.desired_movement_vector.x) and move_component.momentum.x != 0:
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if sign(_move_speed_modifier) == -1 : # decreased speed modifier
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@ -369,15 +375,13 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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sign(current_x_velocity) == 1) or (sign(move_component.desired_movement_vector.x) == -1 and
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sign(current_x_velocity) == -1):
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print("be more opposite")
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# if sign(_move_speed_modifier) == 1: # increased speed modifier
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# print("faster faster.")
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if sign(_move_speed_modifier) == 1:
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print("faster faster.")
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elif sign(move_component.desired_movement_vector.x) == sign(current_x_velocity) and move_component.momentum.x != 0:
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if sign(move_component.acceleration.x) != sign(move_component.momentum.x) and x_move_direction_override == 0:
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print("Step it up!")
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# Flip the direction of the acceleration
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move_component.acceleration.x *= -1
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# Apply momentum and acceleration if a modifer exists
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if move_component.momentum.x <= 0 and _move_speed_modifier !=0:
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#if we're trying to move but we have no momentum applied currently
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#if move_component.desired_movement_vector.x != 0:
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@ -387,22 +391,43 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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move_component.momentum.x = 0
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elif sign(_move_speed_modifier) == +1: # increased speed modifier
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##TODO: in most cases this should only be applied once. need to find a way to warn against this.
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move_component.momentum.x = abs(move_speed_modifier)
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print("momentum applied!")
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# Reverse the accelerations if we carry over momentum but the modifier no longer applies.
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if move_component.momentum.x > 0 and _move_speed_modifier == 0:
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if sign(move_component.acceleration.x) == sign(move_component.momentum.x):
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print("Whoh Woah your done.")
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# Flip the direction of the acceleration
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move_component.acceleration.x *= -1
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##TODO: I don't know where I should actually set the momentum. :
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# This was not the place
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# if sign(_move_speed_modifier) == -1: # decreased speed modifier
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# move_component.momentum.x = 0
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# move_component.acceleration.x = _move_modifier_move_acceleration + _move_acceleration
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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# move_component.momentum.x = abs(move_speed_modifier)
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# elif sign(_move_speed_modifier) == +1: # increased speed modifier
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# print("wait does it matter")
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# else: # physics won't apply here
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# print("uh")
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# else:
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# print("Direction changed")
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# if move_component.momentum.x > abs(current_x_velocity):
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# move_component.momentum.x = abs(current_x_velocity)
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# flip the acceleration to apply against the momentum
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#move_component.acceleration.x *= -1 * sign(move_component.momentum.x)
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# If the movement direction changes and we have momentum
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# print("Flip that thing!")
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# move_component.momentum.x *= -1
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# if sign(move_component.acceleration.x ) == sign(_move_speed_modifier):
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# move_component.acceleration.x *= -1 * sign(current_x_velocity)
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# We're going to adjust our move speed only to the modifier
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move_component.momentum.x += move_component.acceleration.x * delta
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jerk += _jerk_factor * delta
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# Momentum should always be the inverse of the speed modifier
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var new_move_speed :float = 0
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if sign(_move_speed_modifier) == -1: # decreased speed modifier
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@ -428,7 +453,7 @@ func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
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var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x))
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# if move_component.momentum.x != 0:
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if true:
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if false:
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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)) +
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")\nNS:" + str(round(sim_move_speed)) + #" Z:" + str(sign(_move_speed_modifier) * -1 * move_component.momentum.x) +
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"\nS:" + str(round(_move_speed + _move_speed_modifier)) + ",M" + str(round(move_component.momentum.x)) +
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