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No commits in common. "a87955eb0dfe24cb5ec739327556be6f59c0c7d9" and "47bdf1728cff2c6478e73b0bdf30e0e51063eea7" have entirely different histories.

7 changed files with 59 additions and 152 deletions

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@ -148,9 +148,8 @@ script = ExtResource( 12 )
[node name="Debug" type="Label" parent="UI_Layer"] [node name="Debug" type="Label" parent="UI_Layer"]
anchor_left = 1.0 anchor_left = 1.0
anchor_right = 1.0 anchor_right = 1.0
margin_left = -192.0 margin_left = -64.0
margin_top = 3.0 margin_top = 3.0
margin_right = -3.0 margin_right = -3.0
margin_bottom = 17.0 margin_bottom = 17.0
text = "Foo" text = "Foo"
align = 2

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@ -44,11 +44,6 @@ _global_script_classes=[ {
"language": "GDScript", "language": "GDScript",
"path": "res://src/Level.gd" "path": "res://src/Level.gd"
}, { }, {
"base": "Reference",
"class": "ModifierProperties",
"language": "GDScript",
"path": "res://src/state_modifier_properties.gd"
}, {
"base": "Node", "base": "Node",
"class": "MovementComponent", "class": "MovementComponent",
"language": "GDScript", "language": "GDScript",
@ -92,7 +87,6 @@ _global_script_class_icons={
"Interactable": "", "Interactable": "",
"Interactable_Receiver": "", "Interactable_Receiver": "",
"Level": "", "Level": "",
"ModifierProperties": "",
"MovementComponent": "", "MovementComponent": "",
"State": "", "State": "",
"StateAnimatedActor": "", "StateAnimatedActor": "",

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@ -454,7 +454,7 @@ animations = [ {
"name": "climb", "name": "climb",
"speed": 10.0 "speed": 10.0
}, { }, {
"frames": [ SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 103 ), SubResource( 104 ), SubResource( 105 ) ], "frames": [ SubResource( 101 ), SubResource( 101 ), SubResource( 101 ), SubResource( 102 ), SubResource( 103 ), SubResource( 104 ), SubResource( 105 ), SubResource( 105 ), SubResource( 105 ) ],
"loop": false, "loop": false,
"name": "dash", "name": "dash",
"speed": 10.0 "speed": 10.0
@ -604,7 +604,6 @@ jump_force = 250.0
[node name="attack" type="Node" parent="movement_state_machine" index="4"] [node name="attack" type="Node" parent="movement_state_machine" index="4"]
script = ExtResource( 10 ) script = ExtResource( 10 )
timeout_seconds = 1.5 timeout_seconds = 1.5
move_speed = 90.0
animation_sequence = [ "shoot" ] animation_sequence = [ "shoot" ]
jump_node = NodePath("../jump") jump_node = NodePath("../jump")
idle_node = NodePath("../idle") idle_node = NodePath("../idle")
@ -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 = 120.0
move_modifier_move_acceleration = -160.0 move_speed_modifier_decay = -300.0
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")

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@ -10,7 +10,15 @@ onready var fall_state: State = get_node(fall_node)
onready var idle_state: State = get_node(idle_node) onready var idle_state: State = get_node(idle_node)
onready var attack_state: State = get_node(attack_node) onready var attack_state: State = get_node(attack_node)
#var speed_decay_rate := 1.0 var speed_decay_rate := 1.0
var adjusted_move_speed: float
func enter():
#remove_animation_state_modifiers()
.enter()
adjusted_move_speed = move_speed_modifier
speed_multiplier = 5
speed_decay_rate = 4
func process_physics(delta: float) -> State: func process_physics(delta: float) -> State:
@ -20,32 +28,27 @@ func process_physics(delta: float) -> State:
if move_component.wants_jump(): if move_component.wants_jump():
return jump_state return jump_state
# Move the last direction we were facing.
move_actor_as_desired(delta, parent.transform.x.x) # Assuming adjusted_move_speed is set to the mood speed modifier on state entry
# # 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
# # Move speed is the base speed plus the modifier minus the decay adjusted for time adjusted_move_speed = adjusted_move_speed + (move_speed_modifier_decay * delta)
# jerk += jerk_factor * delta var new_move_speed = move_speed + adjusted_move_speed
# 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.
# if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier
# # A really crappy normalization to prevent modifying past the base move speed. #print("nope1")
# if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier new_move_speed = move_speed
# #print("nope1") elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier
# new_move_speed = move_speed #print("nope2")
# elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier new_move_speed = move_speed
# #print("nope2")
# new_move_speed = move_speed #print(new_move_speed, " ", adjusted_move_speed)
# else:
# UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk)) move_component.velocity.y += gravity * delta
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk) #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# #print(speed_multiplier)
# #print(new_move_speed, " ", adjusted_move_speed) move_component.velocity.x = parent.transform.x.x * new_move_speed
# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
# move_component.velocity.y += gravity * delta
# #parent.velocity = parent.move_and_slide(parent.velocity, Vector2(0, -1))
# #print(speed_multiplier)
# move_component.velocity.x = parent.transform.x.x * new_move_speed
# move_component.velocity = parent.move_and_slide(move_component.velocity, Vector2(0, -1))
## Trying a whole new model ## Trying a whole new model
# var new_move_speed = move_speed * speed_multiplier # var new_move_speed = move_speed * speed_multiplier

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@ -18,15 +18,9 @@ extends State
# Movement Speed in Pixels Per Second # Movement Speed in Pixels Per Second
export var move_speed: float = 60 export var move_speed: float = 60
export var move_acceleration: float = 0 export var move_speed_decay: float = 0
export var move_speed_modifier: float = 0 export var move_speed_modifier: float = 0
export var move_modifier_move_acceleration: float = 0 export var move_speed_modifier_decay: float = 0
export var jerk_factor: float = 0
var adjusted_move_speed: float
var jerk: float
##TODO: Deprecate this useless fool!
var speed_multiplier: float = 1.0 var speed_multiplier: float = 1.0
export(Array, String) var animation_sequence export(Array, String) var animation_sequence
@ -165,10 +159,6 @@ func enter() -> void:
#modifier_stack_ref = state_modifiers #modifier_stack_ref = state_modifiers
update_animation() update_animation()
# Reset movespeed counters
adjusted_move_speed = move_speed_modifier
jerk = 0
return return
func exit() -> void: func exit() -> void:
@ -258,52 +248,23 @@ 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):
# Assuming adjusted_move_speed is set to the mood speed modifier on state entry var new_speed = move_speed * speed_multiplier
# Move speed is the base speed plus the modifier minus the decay adjusted for time if speed_multiplier > 1.0:
jerk += jerk_factor * delta speed_multiplier -= delta * speed_multiplier
adjusted_move_speed += move_modifier_move_acceleration * delta #speed_decay_rate += delta * speed_decay_rate
var new_move_speed = move_speed + (move_acceleration * delta) + adjusted_move_speed + jerk
elif speed_multiplier < 1.0:
speed_multiplier += delta * speed_multiplier
#speed_decay_rate += delta * speed_decay_rate
# A really crappy normalization to prevent modifying past the base move speed. # Deadzone
if move_speed_modifier > 0 and new_move_speed < move_speed: # positive modifier if speed_multiplier < 1.1 and speed_multiplier > 0.9:
#print("nope1") speed_multiplier = 1.0
new_move_speed = move_speed # if (new_speed > move_speed):
elif move_speed_modifier < 0 and new_move_speed > move_speed: # negative modifier # print("Go Faster Booooy! ", move_speed)
#print("nope2")
new_move_speed = move_speed
# else:
# UiManager.debug_text = str(round(adjusted_move_speed)) + "," + str(round(new_move_speed)) + "," + str(round(jerk))
# #print(adjusted_move_speed, ",", new_move_speed, ",", jerk)
#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) move_component.velocity.x = move_component.desired_movement_vector.x * new_speed
if (x_direction != 0):
move_component.velocity.x = x_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))

View File

@ -14,15 +14,10 @@ enum TYPE {NONE,EXIT_ANIMATION, ANIMATION_SUFFIX, REPLACE_ANIMATION}
var debug_state: bool = false var debug_state: bool = false
## These should be the original properties set when the modifier is created.
# property changes can be applied over time but these are the instantiated values.
var modifier_properties: ModifierProperties
## Animation modifier variables ## Animation modifier variables
## The name of the animation that could be applied and starting frame ## The name of the animation that could be applied and starting frame
var animation_name: String var animation_name: String
var starting_frame: int = 0 var starting_frame: int = 0
##TODO: Animation speed
## Modification Type ## Modification Type
## if an animation is specified, the default behavior will be just to override ## if an animation is specified, the default behavior will be just to override
@ -34,9 +29,9 @@ var name :String = ''
# Move Speed in Pixels Per Second # Move Speed in Pixels Per Second
# These should only apply if Modification Type Set to None. # These should only apply if Modification Type Set to None.
# (But I'm not sure if I like that model.) # (But I'm not sure if I like that model.)
#var move_speed: float var move_speed: float
#var move_speed_modifier: float = 0 var move_speed_modifier: float = 0
#var move_speed_modifier_decay: float = 0 var move_speed_modifier_decay: float = 0
var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity") var gravity: int = ProjectSettings.get_setting("physics/2d/default_gravity")
@ -69,27 +64,12 @@ var state_call_function: FuncRef
# #
# return StateModifier.new() # return StateModifier.new()
# #
func merge_modifier(merging_mod: ModifierProperties): #func merge_modifier(merging_mod: StateModifier) -> StateModifier:
if merging_mod.modifier_type != TYPE.NONE: # var new_modifier = StateModifier.new()
print("Warning Merging modifier types that aren't set to 'none' is not supported!") # new_modifier.ready(animation_name, modifier_type, timeout_seconds)
return #
# Can't support timeouts or animation stuff right now. # return StateModifier.new()
#timeout_seconds = merging_mod.timeout_seconds
# move_speed = merging_mod.move_speed
# gravity = merging_mod.gravity
# move_speed_modifier = merging_mod.move_speed_modifier
# move_speed_modifier_decay = merging_mod.move_speed_modifier_decay
func get_modifier_properties() -> ModifierProperties:
#( 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):
return ModifierProperties.new( modifier_properties.move_speed,
modifier_properties.gravity,
modifier_properties.move_acceleration,
modifier_properties.move_speed_modifier,
modifier_properties.move_modifier_move_acceleration,
modifier_properties.jerk_factor)
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:
# If somebody forgot to specify the type # If somebody forgot to specify the type
@ -99,9 +79,6 @@ func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeou
modifier_type = type modifier_type = type
# if parent != null and function_name != "": # if parent != null and function_name != "":
# state_call_function = funcref(parent, function_name) # state_call_function = funcref(parent, function_name)
modifier_properties = ModifierProperties.new(0,0,0,0,0,0)
if timeout > 0: if timeout > 0:
state_timeout = Timer.new() state_timeout = Timer.new()
state_timeout.wait_time = timeout state_timeout.wait_time = timeout
@ -109,7 +86,6 @@ func ready(modifier_name:String, anim_name:String = '', type = TYPE.NONE, timeou
state_timeout.autostart = false state_timeout.autostart = false
return state_timeout return state_timeout
#add_child(state_timeout) #add_child(state_timeout)
#ModifierProperties.new()
return null return null

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@ -1,24 +0,0 @@
class_name ModifierProperties
extends Reference
var modifier_type: int = 0
#var timeout_seconds: float = 0.0
var move_speed: float = 0.0
var move_acceleration: float = 0.0
var move_speed_modifier: float = 0.0
var move_modifier_move_acceleration: float = 0.0
var jerk_factor: float = 0
var gravity:int = 0
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):
#timeout_seconds = p_timeout_seconds
move_speed = p_move_speed
move_acceleration = p_move_acceleration
gravity = p_gravity
move_speed_modifier = p_move_speed_modifier
move_modifier_move_acceleration = p_move_modifier_move_acceleration
jerk_factor = p_jerk_factor