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finally found why the physics died for a second lmao
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+8
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Scripts/Objects/ObjectComponents/movements.gd

Lines changed: 8 additions & 24 deletions
Original file line numberDiff line numberDiff line change
@@ -2,15 +2,12 @@ extends Node
22

33
@export var actor: SpriteObject
44

5-
# --- Cached Nodes ---
65
var modifier_node: Node2D
76
var sprite_node: Node
8-
97
var parent_node: Node
108
var parent_movements: Node
119
@export var mesh : CustomMesh = null
1210

13-
# --- State ---
1411
var applied_pos: Vector2 = Vector2.ZERO
1512
var applied_rotation: float = 0.0
1613
var applied_scale: Vector2 = Vector2.ONE
@@ -32,15 +29,12 @@ var rest: bool = false
3229
var index_change_len : float = 0
3330
var index_change_len_y : float = 0
3431
var shadow_dragger : Vector2 = Vector2(0,0)
35-
36-
3732
var glob: Vector2 = Vector2.ZERO
3833
var rdrag_rad: float = 0.0
3934

4035
func _ready() -> void:
4136
modifier_node = %Modifier
4237
sprite_node = %Sprite2D
43-
4438
placeholder_position = actor.global_position
4539
dragger_global = placeholder_position
4640
applied_pos = placeholder_position
@@ -50,19 +44,15 @@ func _ready() -> void:
5044

5145
modifier_node.rotation = 0.0
5246
modifier_node.scale = Vector2.ONE
53-
5447
parent_node = actor_get_parent()
5548
if parent_node and parent_node.has_node("%Movements"):
5649
parent_movements = parent_node.get_node("%Movements")
57-
5850
rdrag_rad = deg_to_rad(actor.get_value("rdragStr"))
5951

6052
func _physics_process(delta: float) -> void:
6153
follow_wiggle(delta)
6254
placeholder_position = %Modifier1.global_position
6355
applied_pos = %Modifier1.global_position
64-
applied_rotation = 0.0
65-
applied_scale = Vector2.ONE
6656

6757
if !Global.static_view and actor.rest_mode != 5:
6858
if (actor.rest_mode == 2 or actor.rest_mode == 3) and rest:
@@ -95,8 +85,6 @@ func _physics_process(delta: float) -> void:
9585
index_change_len_y = index_change_len_y * actor.get_value("index_change_y")
9686
modifier_node.z_index = floori(index_change_len + index_change_len_y)
9787

98-
99-
10088
func static_prev():
10189
%Modifier.position = Vector2(0,0)
10290
%Modifier.rotation = 0.0
@@ -112,16 +100,14 @@ func static_prev():
112100
func movements(delta):
113101
if Global.static_view:
114102
return
115-
116-
117103
glob = shadow_dragger
118104
drag(delta)
119105
wobble(delta)
120106

121107
if !actor.get_value("ignore_bounce"):
122108
glob -= Vector2(Global.sprite_container.bounceChange, Global.sprite_container.bounceChange)
123109

124-
var length = (glob.x - dragger_global.x) + (glob.y - dragger_global.y)
110+
var length = (glob.x - shadow_dragger.x) + (glob.y - shadow_dragger.y)
125111

126112
if actor.get_value("physics") and parent_movements:
127113
var c_len_y = parent_movements.glob.y - parent_node.get_node("%Modifier1").global_position.y
@@ -150,6 +136,9 @@ func drag(_delta):
150136
var target = placeholder_position
151137
if actor.get_value("dragSpeed") == 0:
152138
dragger_global = modifier_node.global_position
139+
140+
141+
shadow_dragger = modifier_node.global_position
153142

154143

155144
if actor.get_value("dragSpeed") != 0:
@@ -159,7 +148,7 @@ func drag(_delta):
159148
applied_pos += shadow_dragger - placeholder_position
160149

161150
else:
162-
shadow_dragger = shadow_dragger.lerp(target, 0.25)
151+
shadow_dragger = shadow_dragger.lerp(target, 0.08)
163152

164153
func wobble(_delta: float) -> void:
165154
if actor.get_value("pause_movement"):
@@ -184,7 +173,6 @@ func wobble(_delta: float) -> void:
184173
return
185174
applied_pos = final
186175

187-
188176
func rotationalDrag(length, delta: float):
189177
if actor.is_default("rot_frq"):
190178
if actor.get_value("pause_movement"):
@@ -200,18 +188,14 @@ func rotationalDrag(length, delta: float):
200188
last_rot *= deg_to_rad(actor.get_value("rdragStr"))
201189

202190
applied_rotation = lerp_angle(applied_rotation, last_rot, 0.15)
203-
204-
var yvel = ((length * actor.get_value("rdragStr"))* 1.5)* delta
205-
206-
191+
var yvel = ((length * actor.get_value("rdragStr")))* 0.5
207192
yvel = clamp(yvel,actor.get_value("rLimitMin"),actor.get_value("rLimitMax"))
208-
209193
applied_rotation = lerp_angle(applied_rotation,deg_to_rad(yvel),0.15)
210194

211195
func stretch(length, delta):
212-
var yvel = length * (actor.get_value("stretchAmount") * 0.1) * delta
196+
var yvel = length * (actor.get_value("stretchAmount") * delta)
213197
var target = Vector2(1.0 - yvel, 1.0 + yvel)
214-
modifier_node.scale = lerp(modifier_node.scale, target, 2.55*delta)
198+
modifier_node.scale = lerp(modifier_node.scale, target, 0.15)
215199

216200
var points_cache: Array = []
217201
var points_dirty: bool = true

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