68 lines
2.1 KiB
GDScript
68 lines
2.1 KiB
GDScript
@icon("uid://3ugrjpybrl4e")
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extends RigidBody3D
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class_name Boat
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@export_category("Controls")
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@export var max_thrust_force: float = 2048 * 3.0
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@export var max_steering: float = 50.0
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@export_category("Debug")
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@export var debug: bool = false
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var steering: float = 0 # steering rudder angle in radians
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var thrust_force: float = 0 # forward thrust force in Newtons
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var cam_rotation: Vector3
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var is_docked: bool = false
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var submerged := false
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func _ready():
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add_to_group("Boats", true)
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func _process(_delta):
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if Input.get_action_strength("move_forward") > 0.0:
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thrust(Input.get_action_strength("move_forward"))
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if Input.get_action_strength("turn_right") > 0.0:
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steer_right()
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if Input.get_action_strength("turn_left") > 0.0:
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steer_left()
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if Input.get_action_strength("camera_left") > 0.0:
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cam_rotation += Vector3(0.0, 1.0, 0.0) * _delta
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if Input.get_action_strength("camera_right") > 0.0:
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cam_rotation += Vector3(0.0, -1.0, 0.0) * _delta
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$CamRoot.global_rotation = cam_rotation
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$CamRoot.global_position.y = 0.0
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func _physics_process(delta):
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## Code for user-input movement
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if thrust_force > 0.0:
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## TODO: Need to apply a force to the side based on steering value, to simulate ship axis rotation when turning
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##
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## IDEA: Maybe even apply_torque() should be removed and we simulate a turning with a force applying to the back of the ship
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## but maybe it's too realistic for the game i want
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var wanted_force: Vector3 = global_transform.basis.x.normalized() * Vector3(1, 0, 1) * thrust_force * delta
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apply_central_force(wanted_force)
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angular_damp = linear_velocity.length() # make the boat less affected by the sidewave when full speed
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apply_torque(global_transform.basis.y.normalized() * steering * clamp(linear_velocity.length(), 0.35, 1.0)) # for sideways motion
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reset_forces()
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func thrust(_strength := 1.0):
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if not is_docked:
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thrust_force = max_thrust_force * _strength
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func steer_right(_strength := 1.0):
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if not is_docked:
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steering = - PI * max_steering
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func steer_left(_strength := 1.0):
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if not is_docked:
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steering = PI * max_steering
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func reset_forces():
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thrust_force = 0
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steering = 0
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