Allow clamping of movable speed
parent
3525ef2ecd
commit
b3920b8975
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@ -5,9 +5,7 @@ var SpringDamper = preload("res://Utils/SpringDamper.gd")
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export var target = Vector2 (0, 0)
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export var target = Vector2 (0, 0)
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export var pos = Vector2 (0, 0)
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export var pos = Vector2 (0, 0)
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export var vel = Vector2 (0, 0)
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export var vel = Vector2 (0, 0)
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export var max_speed = 50
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export var max_speed = 100000
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export var spring_k = 10
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export var spring_b = 0.5
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onready var spring_damper = SpringDamper.new(4, .99, 0.5)
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onready var spring_damper = SpringDamper.new(4, .99, 0.5)
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@ -24,9 +22,13 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(delta):
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if (target - pos).length_squared() > pos_error_eps * pos_error_eps:
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if (target - pos).length_squared() > pos_error_eps * pos_error_eps:
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var spring_res = spring_damper.calc(pos, vel, target, delta)
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var spring_res = spring_damper.calc_clamped_speed(pos, vel, target, delta, max_speed)
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pos = spring_res[0]
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pos = spring_res[0]
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vel = spring_res[1]
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vel = spring_res[1]
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var speed = vel.length()
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if speed > max_speed:
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vel = vel * max_speed / speed
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emit_signal("position_updated", pos)
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emit_signal("position_updated", pos)
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@ -21,6 +21,7 @@ func _ready():
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movable_component.target = self.transform.origin
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movable_component.target = self.transform.origin
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movable_component.pos = self.transform.origin
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movable_component.pos = self.transform.origin
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func _process(delta):
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func _process(delta):
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if is_active and color_component:
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if is_active and color_component:
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var color = Color(
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var color = Color(
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@ -31,14 +32,18 @@ func _process(delta):
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color_component.set_color(color)
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color_component.set_color(color)
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pass
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pass
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func _on_entity_clicked():
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func _on_entity_clicked():
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is_active = not is_active
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is_active = not is_active
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func _on_position_updated(new_position):
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func _on_position_updated(new_position):
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transform.origin = new_position
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transform.origin = new_position
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update()
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update()
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func on_world_location_clicked(position):
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func _unhandled_input(event):
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if event is InputEventMouseButton and event.pressed:
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assert(movable_component)
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assert(movable_component)
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movable_component.target = position
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movable_component.target = event.position
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@ -14,6 +14,7 @@ script = ExtResource( 1 )
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[node name="Movable" type="Node2D" parent="Components"]
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[node name="Movable" type="Node2D" parent="Components"]
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script = ExtResource( 5 )
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script = ExtResource( 5 )
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max_speed = 1000
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[node name="Clickable" parent="Components" instance=ExtResource( 4 )]
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[node name="Clickable" parent="Components" instance=ExtResource( 4 )]
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9
Game.gd
9
Game.gd
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@ -3,14 +3,13 @@ extends Node2D
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onready var SimpleEntity = preload("res://Entities/SimpleEntity.tscn")
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onready var SimpleEntity = preload("res://Entities/SimpleEntity.tscn")
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onready var WanderingEntity = preload("res://Entities/WanderingEntity.tscn")
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onready var WanderingEntity = preload("res://Entities/WanderingEntity.tscn")
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onready var player = $PlayerEntity
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onready var entities = $Entities
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onready var entities = $Entities
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signal world_location_clicked
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signal world_location_clicked
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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self.connect("world_location_clicked", player, "on_world_location_clicked")
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pass
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func _on_AddEntityButton_pressed():
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func _on_AddEntityButton_pressed():
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var entity_instance = SimpleEntity.instance()
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var entity_instance = SimpleEntity.instance()
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@ -24,9 +23,3 @@ func _on_AddWanderingEntity_pressed():
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entity_instance.transform.origin = Vector2(randf() * viewport_rect.size[0], randf() * viewport_rect.size[1])
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entity_instance.transform.origin = Vector2(randf() * viewport_rect.size[0], randf() * viewport_rect.size[1])
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entities.add_child(entity_instance)
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entities.add_child(entity_instance)
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entity_instance.set_target(Vector2(randf() * viewport_rect.size[0], randf() * viewport_rect.size[1]))
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entity_instance.set_target(Vector2(randf() * viewport_rect.size[0], randf() * viewport_rect.size[1]))
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func _unhandled_input(event):
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if event is InputEventMouseButton and event.pressed:
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#get_tree().get_root().set_input_as_handled()
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emit_signal("world_location_clicked", event.position)
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pass
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@ -26,3 +26,16 @@ func calc(x, v, xt, h:float):
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var det_x = f * x + h * v + hhoo * xt
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var det_x = f * x + h * v + hhoo * xt
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var det_v = v + hoo * (xt - x)
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var det_v = v + hoo * (xt - x)
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return [det_x * det_inv, det_v * det_inv]
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return [det_x * det_inv, det_v * det_inv]
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func calc_clamped_speed(x, v, xt, h:float, s_max:float):
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var res = calc(x, v, xt, h)
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var x_new = res[0]
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var vel_new = (x_new - x) / h
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var speed_new = vel_new.length()
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if speed_new > s_max:
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vel_new = (vel_new / speed_new) * s_max
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x_new = x + vel_new * h
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return [x_new, vel_new]
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return res
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