Boat/Boats/boat.gd
lucastucious 4eafcb6a8d
Chnage pixelization mode
Now using SubViewport shrink to make UI not affected by pixelization
2025-04-07 12:31:57 +02:00

68 lines
2.1 KiB
GDScript

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