Boat/Boats/boat.gd

55 lines
1.4 KiB
GDScript

@icon("uid://3ugrjpybrl4e")
extends RigidBody3D
class_name Boat
@export var max_thrust_force: float = 2048*3.0
@export var max_steering: float = 50.0
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 _physics_process(delta):
## Code for user-input movement
if thrust_force >0.0:
apply_central_force(self.global_transform.basis.x.normalized() * Vector3(1, 0, 1) * thrust_force * delta)
#apply_torque(Vector3.UP * steering * delta)
apply_torque(global_transform.basis.y.normalized() * steering ) # for sideways motion
reset_forces()
func _process(_delta):
if Input.get_action_strength("move_forward") > 0.0:
thrust()
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
func thrust(_strength:=1.0):
if not is_docked:
thrust_force = max_thrust_force
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