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12 Commits

18 changed files with 438 additions and 65 deletions

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@ -1,4 +1,4 @@
[gd_resource type="TileSet" load_steps=13 format=2] [gd_resource type="TileSet" load_steps=15 format=2]
[ext_resource path="res://assets/Tiles/Assets/Assets.png" type="Texture" id=1] [ext_resource path="res://assets/Tiles/Assets/Assets.png" type="Texture" id=1]
@ -35,6 +35,12 @@ points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=12] [sub_resource type="ConvexPolygonShape2D" id=12]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 ) points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=13]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[sub_resource type="ConvexPolygonShape2D" id=14]
points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
[resource] [resource]
0/name = "Assets.png 0" 0/name = "Assets.png 0"
0/texture = ExtResource( 1 ) 0/texture = ExtResource( 1 )
@ -122,5 +128,17 @@ points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
"one_way_margin": 1.0, "one_way_margin": 1.0,
"shape": SubResource( 12 ), "shape": SubResource( 12 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 ) "shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 8, 2 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 13 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
}, {
"autotile_coord": Vector2( 9, 2 ),
"one_way": false,
"one_way_margin": 1.0,
"shape": SubResource( 14 ),
"shape_transform": Transform2D( 1, 0, 0, 1, 0, 0 )
} ] } ]
0/z_index = 0 0/z_index = 0

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@ -49,6 +49,11 @@ _global_script_classes=[ {
"language": "GDScript", "language": "GDScript",
"path": "res://src/state_modifier_properties.gd" "path": "res://src/state_modifier_properties.gd"
}, { }, {
"base": "Node2D",
"class": "Modifier_Receiver",
"language": "GDScript",
"path": "res://src/components/Modifier_Receiver.gd"
}, {
"base": "Node", "base": "Node",
"class": "MovementComponent", "class": "MovementComponent",
"language": "GDScript", "language": "GDScript",
@ -93,6 +98,7 @@ _global_script_class_icons={
"Interactable_Receiver": "", "Interactable_Receiver": "",
"Level": "", "Level": "",
"ModifierProperties": "", "ModifierProperties": "",
"Modifier_Receiver": "",
"MovementComponent": "", "MovementComponent": "",
"State": "", "State": "",
"StateAnimatedActor": "", "StateAnimatedActor": "",

File diff suppressed because one or more lines are too long

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@ -0,0 +1,52 @@
extends Area2D
var modifier_type = 0
export var modifier_name :String = ''
var animation_name: String = '' # Not using this one
var timeout_seconds: float = 0.0 # Not doing timeout based ones yet either.
export var directional_modifier: bool = false
export var move_speed: float = 0.0
export var move_acceleration: float = 0.0
export var move_speed_modifier: float = 0.0
export var move_modifier_move_acceleration: float = 0.0
export var jerk_factor: float = 0
export var gravity_modifier: int = 0
#var state_timeout: Timer
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var modifier :StateModifier
#var modifier_properties: ModifierProperties
# Called when the node enters the scene tree for the first time.
func _ready():
modifier = StateModifier.new()
modifier.ready( modifier_name, animation_name , modifier.TYPE.NONE, timeout_seconds)
modifier.modifier_properties = ModifierProperties.new( move_speed,
gravity_modifier,
move_acceleration,
move_speed_modifier,
move_modifier_move_acceleration,
jerk_factor)
print("Debug Direction property shy are you stopid?! ", directional_modifier)
modifier.modifier_properties.directional_modifier = directional_modifier
func _on_Modifier_Component_body_entered(body):
var colliding_node = body
if colliding_node.has_node("Modifier_Receiver"):
colliding_node.get_node("Modifier_Receiver").register_modifier(modifier)
func _on_Modifier_Component_body_exited(body):
var colliding_node = body
if colliding_node.has_node("Modifier_Receiver"):
colliding_node.get_node("Modifier_Receiver").remove_modifier(modifier)

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@ -0,0 +1,9 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://src/components/Modifier_Component.gd" type="Script" id=1]
[node name="Modifier_Component" type="Area2D"]
script = ExtResource( 1 )
[connection signal="body_entered" from="." to="." method="_on_Modifier_Component_body_entered"]
[connection signal="body_exited" from="." to="." method="_on_Modifier_Component_body_exited"]

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@ -0,0 +1,53 @@
class_name Modifier_Receiver
extends Node2D
# This may be stupid but we're going to have two kinds of callbacks here.
# It's going to be up to the parent/actor/kinematicbody2d/whatever to know
# what conditions have to be met before being able to call that interactible's
# function.
# This is a nice and generic interface that I might be able to use for
# things like opening doors in a level, opening chests/flipping switches etc.
# This node can keep an array of various interactibles within a level
# and provide several helper functions for managing them perhaps.
export(String) var modifier_parent_callback = ""
export var debug_receiver :bool = false
var call_function: FuncRef
#var interactable_function_callables = []
var modifier_collection = []
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
##NOTE:
## Call function should be implemented as two parameters, one expecting a modifier
## and the other expecting a boolean as to whether its being added
# Called when the node enters the scene tree for the first time.
func _ready():
if modifier_parent_callback:
call_function = funcref(owner, modifier_parent_callback)
else:
print("Warning: No modifier receiver function defined on ", owner.name)
# Switching to a new model that starts with Hitbox
func register_modifier(modifier: StateModifier):
if modifier_collection.has(modifier) == false:
print("New Modifier Registered " + modifier.name)
modifier_collection.append(modifier)
if call_function.is_valid():
call_function.call_func(modifier, true)
func remove_modifier(modifier):
print("Modifier Removal " + modifier.name)
if modifier_collection.has(modifier):
var modifier_index = modifier_collection.rfind(modifier)
if modifier_index != -1:
modifier_collection.remove(modifier_index)
if call_function.is_valid():
call_function.call_func(modifier, false)

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://src/components/Modifier_Receiver.gd" type="Script" id=1]
[node name="Modifier_Receiver" type="Node2D"]
script = ExtResource( 1 )

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@ -17,6 +17,11 @@ var current_movement_state:String
# Since animactor state machine can actually view properties from this type # Since animactor state machine can actually view properties from this type
# I'm thinking about moving the velocity tracker in here instead of player. # I'm thinking about moving the velocity tracker in here instead of player.
var velocity = Vector2(0,0) var velocity = Vector2(0,0)
var momentum = Vector2(0,0)
var acceleration = Vector2(0,0)
var sim_velocity = Vector2(0,0)
#Can't use floats here, switched to constants. #Can't use floats here, switched to constants.
#enum directions {UP = -1, DOWN = 1, LEFT, RIGHT} #enum directions {UP = -1, DOWN = 1, LEFT, RIGHT}

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@ -27,6 +27,17 @@ func hit_Receiver(damage):
yield( get_tree().create_timer(2 + $movement_state_machine/hurt.timeout_seconds), "timeout") yield( get_tree().create_timer(2 + $movement_state_machine/hurt.timeout_seconds), "timeout")
$Hurtbox_Component.set_hurtbox(true) $Hurtbox_Component.set_hurtbox(true)
func receive_modifier(incomming_modifier :StateModifier, is_adding_modifier_operation: bool):
#var mod :StateModifier
if is_adding_modifier_operation:
print("Player Received modifier:", incomming_modifier.name)
if movement_state_machine.current_state is StateAnimatedActor:
movement_state_machine.current_state.physics_modifier = incomming_modifier
else:
print("Player Removed modifier:", incomming_modifier.name)
if movement_state_machine.current_state is StateAnimatedActor:
movement_state_machine.current_state.physics_modifier = null
func touch_the_thing(the_thing: Interactable) -> bool: func touch_the_thing(the_thing: Interactable) -> bool:
print("You see! a THING...", the_thing.name) print("You see! a THING...", the_thing.name)
if the_thing is HealthPickup: if the_thing is HealthPickup:

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@ -1,4 +1,4 @@
[gd_scene load_steps=126 format=2] [gd_scene load_steps=127 format=2]
[ext_resource path="res://src/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1] [ext_resource path="res://src/templates/Actor/ActorTemplate.tscn" type="PackedScene" id=1]
[ext_resource path="res://src/playerD/movement_component.gd" type="Script" id=2] [ext_resource path="res://src/playerD/movement_component.gd" type="Script" id=2]
@ -8,6 +8,7 @@
[ext_resource path="res://src/playerD/states/fall.gd" type="Script" id=6] [ext_resource path="res://src/playerD/states/fall.gd" type="Script" id=6]
[ext_resource path="res://src/components/Health_Component.tscn" type="PackedScene" id=7] [ext_resource path="res://src/components/Health_Component.tscn" type="PackedScene" id=7]
[ext_resource path="res://src/playerD/states/jump.gd" type="Script" id=8] [ext_resource path="res://src/playerD/states/jump.gd" type="Script" id=8]
[ext_resource path="res://src/components/Modifier_Receiver.tscn" type="PackedScene" id=9]
[ext_resource path="res://src/playerD/states/attack.gd" type="Script" id=10] [ext_resource path="res://src/playerD/states/attack.gd" type="Script" id=10]
[ext_resource path="res://src/playerD/states/dash.gd" type="Script" id=11] [ext_resource path="res://src/playerD/states/dash.gd" type="Script" id=11]
[ext_resource path="res://src/playerD/states/hurt.gd" type="Script" id=12] [ext_resource path="res://src/playerD/states/hurt.gd" type="Script" id=12]
@ -569,7 +570,7 @@ interactable_node = NodePath("../Interactable_Receiver")
[node name="idle" parent="movement_state_machine" index="0"] [node name="idle" parent="movement_state_machine" index="0"]
script = ExtResource( 4 ) script = ExtResource( 4 )
move_speed = 1.0 move_speed = 0.0
animation_sequence = [ "idle" ] animation_sequence = [ "idle" ]
jump_node = NodePath("../jump") jump_node = NodePath("../jump")
attack_node = NodePath("../attack") attack_node = NodePath("../attack")
@ -578,14 +579,12 @@ roll_node = NodePath("../roll")
[node name="fall" parent="movement_state_machine" index="1"] [node name="fall" parent="movement_state_machine" index="1"]
script = ExtResource( 6 ) script = ExtResource( 6 )
debug_state = true
move_speed = 90.0 move_speed = 90.0
animation_sequence = [ "jump" ] animation_sequence = [ "jump" ]
landing_node = NodePath("") landing_node = NodePath("")
[node name="move" parent="movement_state_machine" index="2"] [node name="move" parent="movement_state_machine" index="2"]
script = ExtResource( 5 ) script = ExtResource( 5 )
debug_state = true
move_speed = 90.0 move_speed = 90.0
animation_sequence = [ "step", "run" ] animation_sequence = [ "step", "run" ]
jump_node = NodePath("../jump") jump_node = NodePath("../jump")
@ -593,8 +592,8 @@ attack_node = NodePath("../attack")
[node name="jump" type="Node" parent="movement_state_machine" index="3"] [node name="jump" type="Node" parent="movement_state_machine" index="3"]
script = ExtResource( 8 ) script = ExtResource( 8 )
debug_state = true
move_speed = 90.0 move_speed = 90.0
move_modifier_move_acceleration = -100.0
animation_sequence = [ "jump" ] animation_sequence = [ "jump" ]
idle_node = NodePath("../idle") idle_node = NodePath("../idle")
fall_node = NodePath("../fall") fall_node = NodePath("../fall")
@ -621,9 +620,8 @@ 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 = 160.0 move_speed_modifier = 90.0
move_modifier_move_acceleration = -160.0 move_modifier_move_acceleration = -180.0
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")
@ -675,6 +673,10 @@ default_color = Color( 1, 0.607843, 0, 1 )
script = ExtResource( 16 ) script = ExtResource( 16 )
interactable_parent_callback = "touch_the_thing" interactable_parent_callback = "touch_the_thing"
[node name="Modifier_Receiver" parent="." index="9" instance=ExtResource( 9 )]
modifier_parent_callback = "receive_modifier"
debug_receiver = true
[connection signal="do_attack" from="movement_state_machine/attack" to="." method="_on_attack_do_attack"] [connection signal="do_attack" from="movement_state_machine/attack" to="." method="_on_attack_do_attack"]
[connection signal="frame_reached" from="movement_state_machine/roll" to="." method="_on_roll_frame_reached"] [connection signal="frame_reached" from="movement_state_machine/roll" to="." method="_on_roll_frame_reached"]
[connection signal="state_exited" from="movement_state_machine/roll" to="." method="_on_roll_state_exited"] [connection signal="state_exited" from="movement_state_machine/roll" to="." method="_on_roll_state_exited"]

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@ -17,7 +17,8 @@ onready var roll_state: State = get_node(roll_node)
func enter() -> void: func enter() -> void:
.enter() .enter()
# parent.set_hurtbox(true) # parent.set_hurtbox(true)
move_component.velocity.x = 0 #move_component.velocity.x = 0
#move_component.momentum.x *= -1
if debug_state: if debug_state:
print(owner.name, " Move Component: ", move_component.desired_movement_vector.x) print(owner.name, " Move Component: ", move_component.desired_movement_vector.x)
@ -39,7 +40,7 @@ func process_physics(delta: float) -> State:
move_actor_as_desired(delta) move_actor_as_desired(delta)
if move_component.velocity.x != 0.0: if move_component.desired_movement_vector.x != 0 and move_component.velocity.x != 0:
return move_state return move_state
if !parent.is_on_floor(): if !parent.is_on_floor():

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@ -21,10 +21,6 @@ func enter() -> void:
# if modifier_stack_ref.has(landing_mod): # if modifier_stack_ref.has(landing_mod):
# print("Jump from Landing Mod at: ", modifier_stack_ref.rfind(landing_mod)) # print("Jump from Landing Mod at: ", modifier_stack_ref.rfind(landing_mod))
.enter() .enter()
if previous_speed_multiplier > 1.0:
speed_multiplier = previous_speed_multiplier
else:
speed_multiplier = 1.0
# Apply initial jump velocity on state enter # Apply initial jump velocity on state enter
move_component.velocity.y = -jump_force move_component.velocity.y = -jump_force

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@ -19,13 +19,16 @@ func process_physics(delta: float) -> State:
move_actor_as_desired(delta) move_actor_as_desired(delta)
if move_component.velocity.x == 0.0: # if move_component.velocity.x == 0.0:
return idle_state # return idle_state
#Flip the character before tha actual move maybe. #Flip the character before tha actual move maybe.
if move_component.get_movement_direction() != 0.0: if move_component.get_movement_direction() != 0.0:
parent.transform.x.x = move_component.get_movement_direction() parent.transform.x.x = move_component.get_movement_direction()
if move_component.desired_movement_vector.x == 0:
return idle_state
if !parent.is_on_floor(): if !parent.is_on_floor():
return fall_state return fall_state
return null return null

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@ -23,9 +23,11 @@ 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 adjusted_move_speed: float
var jerk: float var jerk: float
var physics_modifier :StateModifier
##TODO: Deprecate this useless fool! ##TODO: Deprecate this useless fool!
var speed_multiplier: float = 1.0 var speed_multiplier: float = 1.0
@ -166,7 +168,7 @@ func enter() -> void:
update_animation() update_animation()
# Reset movespeed counters # Reset movespeed counters
adjusted_move_speed = move_speed_modifier #move_component.momentum.x = move_speed_modifier
jerk = 0 jerk = 0
return return
@ -258,52 +260,216 @@ 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, x_direction: float = 0): func move_actor_as_desired(delta: float, x_move_direction_override: float = 0):
# Assuming adjusted_move_speed is set to the mood speed modifier on state entry
# Move speed is the base speed plus the modifier minus the decay adjusted for time
jerk += jerk_factor * delta
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. var _move_speed = move_speed
if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier var _move_speed_modifier = move_speed_modifier
#print("nope1") var _move_modifier_move_acceleration = move_modifier_move_acceleration
new_move_speed = move_speed var _move_acceleration = move_acceleration
elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier var _jerk_factor = jerk_factor
#print("nope2") var _gravity = gravity
new_move_speed = move_speed
if physics_modifier:
#physics_modifier.modifier_properties.jerk_factor
#print(physics_modifier.name)
#UiManager.debug_text = physics_modifier.name + str(round(adjusted_move_speed))
var mod_props :ModifierProperties = physics_modifier.get_modifier_properties()
if mod_props.move_speed != 0 and mod_props.directional_modifier == false:
_move_speed = mod_props.move_speed
_move_speed_modifier += mod_props.move_speed_modifier
_move_acceleration += mod_props.move_acceleration
_move_modifier_move_acceleration += mod_props.move_modifier_move_acceleration
_jerk_factor += mod_props.jerk_factor
var help_me_not_be_dumb = ''
# Allow us to bump out of halt.
if _move_speed == 0 and move_component.desired_movement_vector.x != 0:
_move_speed = abs(move_component.desired_movement_vector.x)
# Determine or physics movement direction
var current_x_velocity = move_component.velocity.x #move_component.velocity.x
var move_direction = 0.0
# Determine movement direction if we have momentum
if move_component.momentum.x != 0:
if x_move_direction_override == 0:
move_direction = sign(current_x_velocity)
# if move_component.desired_movement_vector.x != 0:
# # set the move direction to the desired direction
# move_direction = move_component.desired_movement_vector.x
# else: # else:
# UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk)) # # Set move direction to the transform direction
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk) # move_direction = parent.transform.x.x
else:
move_direction = x_move_direction_override
else: # No current momentum in place
if x_move_direction_override == 0:
move_direction = move_component.desired_movement_vector.x
else:
move_direction = x_move_direction_override
## TODO: I hate that I have to do this check again.
if physics_modifier:
var mod_props :ModifierProperties = physics_modifier.get_modifier_properties()
if mod_props.move_speed != 0 and mod_props.directional_modifier == true:
# Since move_direction is always positive
if sign(move_direction) == sign(mod_props.move_speed):
_move_speed += mod_props.move_speed
else:
_move_speed -= mod_props.move_speed
if sign(move_direction) == 0:
move_direction = sign(mod_props.move_speed) * -1
#print("doing this? ")
# Determine the maximum move speed
var MAX_SPEED :float = 0
var MIN_SPEED :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
help_me_not_be_dumb += '-SpeedMod'
# Move speed cannot go below zero with modifier applied
MIN_SPEED = _move_speed + _move_speed_modifier
# Poor man's clamp
if MIN_SPEED < 0:
MIN_SPEED = 0
MAX_SPEED = _move_speed
elif sign(_move_speed_modifier) == +1: # increased speed modifier
help_me_not_be_dumb += '+SpeedMod'
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed + _move_speed_modifier
else: # physics won't apply here
help_me_not_be_dumb += '_Speed' # Neutral Speed
MIN_SPEED = _move_speed
MAX_SPEED = _move_speed
# get the latest aggregate acceleration
# If we have any acceleration applying
if (_move_modifier_move_acceleration + _move_acceleration) != 0:
# The acceleration is differant
# Perhaps it would be better to trigger this on a difference in modifier but they usually go together.
if abs(move_component.acceleration.x) != abs(_move_modifier_move_acceleration + _move_acceleration):
if move_direction:
print("Acceleration changed.", abs(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 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
# Maybe we can compare the direction of the acceleration
# The direction of the acceleration should usually be positive at this point.
# when the modifier is negative.
if sign(move_direction) == sign(current_x_velocity):
if sign(move_component.acceleration.x) == sign(move_component.momentum.x):
print("Whoh Woah")
# Flip the direction of the acceleration
move_component.acceleration.x *= -1
if (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):
print("be more opposite")
if sign(_move_speed_modifier) == 1:
print("faster faster.")
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:
print("Step it up!")
# Flip the direction of the acceleration
move_component.acceleration.x *= -1
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 move_component.desired_movement_vector.x != 0:
if move_direction:
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 move_component.momentum.x > 0 and _move_speed_modifier == 0:
if sign(move_component.acceleration.x) == sign(move_component.momentum.x):
print("Whoh Woah your done.")
# Flip the direction of the acceleration
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
move_component.momentum.x += move_component.acceleration.x * delta
jerk += _jerk_factor * delta
# Momentum should always be the inverse of the speed modifier
var new_move_speed :float = 0
if sign(_move_speed_modifier) == -1: # decreased speed modifier
# MIN_SPEED = _move_speed + _move_speed_modifier
# MAX_SPEED = _move_speed
move_component.momentum.x = clamp(move_component.momentum.x, 0, abs(_move_speed_modifier))
# new_move_speed = (_move_speed + _move_speed_modifier ) + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
new_move_speed = MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x) # + jerk
elif sign(_move_speed_modifier) == +1: # increased speed modifier
# MIN_SPEED = _move_speed
# MAX_SPEED = _move_speed + _move_speed_modifier
move_component.momentum.x = clamp(move_component.momentum.x, 0, _move_speed_modifier )
new_move_speed = _move_speed + move_component.momentum.x # + jerk
else: # physics won't apply here
# move_component.acceleration.x = 0
# move_component.momentum.x = 0
# new_move_speed = _move_speed
move_component.momentum.x = clamp(move_component.momentum.x, 0, MIN_SPEED )
new_move_speed = _move_speed + move_component.momentum.x # + jerk
#new_move_speed = clamp(new_move_speed, MIN_SPEED, MAX_SPEED)
var sim_move_speed = (MIN_SPEED + (sign(_move_speed_modifier) * -1 * move_component.momentum.x))
# if move_component.momentum.x != 0:
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)) +
")\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)) +
",A" + str(round(move_component.acceleration.x)) +
"\nVel:" + str(round(move_component.velocity.x)) + "Min:" + str(round(MIN_SPEED)) + ",Max:" + str(round(MAX_SPEED))
) # str(round(jerk))
move_component.sim_velocity.x = move_direction * sim_move_speed
#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 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))
#print(speed_multiplier) #print(speed_multiplier)
if (x_direction != 0): # move_component.velocity.x = move_component.desired_movement_vector.x * _move_speed
move_component.velocity.x = x_direction * new_move_speed move_component.velocity.x = move_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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@ -1,5 +1,7 @@
class_name StateMachineAnimatedActor extends StateMachine class_name StateMachineAnimatedActor extends StateMachine
#var physics_modifier : StateModifier
func change_state(new_state: State) -> void: func change_state(new_state: State) -> void:
if new_state.state_ready == false: if new_state.state_ready == false:
# Don't transition to unready state # Don't transition to unready state
@ -12,6 +14,9 @@ func change_state(new_state: State) -> void:
if current_state.modifier: # Current state has a modifier if current_state.modifier: # Current state has a modifier
new_state.transfer_modifiers(current_state.modifier) new_state.transfer_modifiers(current_state.modifier)
current_state.modifier = null current_state.modifier = null
if current_state.physics_modifier: # Current state has a physics modifier
new_state.physics_modifier = current_state.physics_modifier
current_state.physics_modifier = null
current_state = new_state current_state = new_state
current_state.enter() current_state.enter()

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@ -84,14 +84,17 @@ func merge_modifier(merging_mod: ModifierProperties):
func get_modifier_properties() -> ModifierProperties: func get_modifier_properties() -> ModifierProperties:
#( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float, #( 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): # p_move_modifier_move_acceleration:float, p_jerk_factor: float):
return ModifierProperties.new( modifier_properties.move_speed, var mp = ModifierProperties.new( modifier_properties.move_speed,
modifier_properties.gravity, modifier_properties.gravity,
modifier_properties.move_acceleration, modifier_properties.move_acceleration,
modifier_properties.move_speed_modifier, modifier_properties.move_speed_modifier,
modifier_properties.move_modifier_move_acceleration, modifier_properties.move_modifier_move_acceleration,
modifier_properties.jerk_factor) modifier_properties.jerk_factor)
mp.directional_modifier = modifier_properties.directional_modifier
return mp
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:
name = modifier_name
# If somebody forgot to specify the type # If somebody forgot to specify the type
if anim_name != '' and type == TYPE.NONE: if anim_name != '' and type == TYPE.NONE:
modifier_type = TYPE.REPLACE_ANIMATION modifier_type = TYPE.REPLACE_ANIMATION

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@ -12,6 +12,10 @@ var jerk_factor: float = 0
var gravity:int = 0 var gravity:int = 0
# Bad name. Just means that it is intended to apply in a certain direction
# (Positive or negative) not an offset of the existing values.
var directional_modifier: bool = false
func _init( p_move_speed:float, p_gravity:int , p_move_acceleration , p_move_speed_modifier:float, 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): p_move_modifier_move_acceleration:float, p_jerk_factor: float):