diff options
| author | Anson Bridges <bridges.anson@gmail.com> | 2022-09-04 14:57:56 -0700 |
|---|---|---|
| committer | Anson Bridges <bridges.anson@gmail.com> | 2022-09-04 14:57:56 -0700 |
| commit | a0967ebe815cd229b69fb9578f2288b95b2ddb28 (patch) | |
| tree | ce1b06b1d8226c64e3550d674df96a2308f18130 /scripts/vehicles | |
| parent | 5dbe6302e437c5c1d4431b853c410aa1d52f9b3d (diff) | |
networked machine project. added broken airplane from previous project
Diffstat (limited to 'scripts/vehicles')
| -rw-r--r-- | scripts/vehicles/Airplane.gd | 106 | ||||
| -rw-r--r-- | scripts/vehicles/Gunboat.gd | 97 |
2 files changed, 203 insertions, 0 deletions
diff --git a/scripts/vehicles/Airplane.gd b/scripts/vehicles/Airplane.gd new file mode 100644 index 0000000..cf3c21a --- /dev/null +++ b/scripts/vehicles/Airplane.gd @@ -0,0 +1,106 @@ +extends VehicleBody + +var countdown +var boosting = false +const booster_force = 2500 +const brake_force = 50 +const boost_length = 8 +const turn_constant = 0.45 +const roll_constant = 0.5 +const pitch_constant = 0.9 +const drag_constant = 0.4 +const v_angle_max = 1.0472 #60 deg, also top and bottom of regular steering +const v_angle_min = -1.45626 #-85 deg +const roll_angle_max = 1.22173 #70 deg +var roll_dir = 0 #right = 1, left = -1 +var pitch_dir = 0 #up = 1, down = -1 +var v_angle +var roll_angle +var vel_slow +var parentvel = [Vector3.ZERO, Vector3.ZERO] +export var roll_curve : CurveTexture + + + +func _ready(): + countdown = boost_length + brake = 5 + set_network_master(-1) + set_physics_process(true) + #mode = RigidBody.MODE_STATIC + +func trigger_boost(): + if not boosting: + print("boosting") + boosting = true + +func _process(delta): + if is_network_master(): + if boosting and countdown <= 0: + print("stopped boosting") + boosting = false + countdown = boost_length + + if Input.is_action_just_pressed("boost"): + trigger_boost() + roll_dir = Input.get_action_strength("roll_left") - Input.get_action_strength("roll_right") + pitch_dir = Input.get_action_strength("pitch_up") - Input.get_action_strength("pitch_down") + $rearwheel.brake = lerp($rearwheel.brake, Input.get_action_strength("brake")*brake_force, 0.05) + +func _physics_process(delta): + if is_network_master(): + v_angle = atan2(global_transform.basis.x.y,sqrt(global_transform.basis.x.z*global_transform.basis.x.z + global_transform.basis.x.x*global_transform.basis.x.x)) + roll_angle = global_transform.basis.x.cross(Vector3.UP).angle_to($rightaileron.global_transform.origin-$wingcenter.global_transform.origin) + if $rightaileron.global_transform.origin.y < $leftaileron.global_transform.origin.y: + roll_angle *= -1 + if boosting: + add_force(global_transform.basis.x*booster_force,Vector3.ZERO) + countdown -= delta + + #print(linear_velocity.length()) + #slow plane by drag and gravity + if linear_velocity.length() > 16 and linear_velocity.angle_to(global_transform.basis.x) < 0.25: + var v_dir = 1 if linear_velocity.y > 0 else -1 + vel_slow = v_dir*sqrt(abs(2*9.8*linear_velocity.y*delta)) + drag_constant + Input.get_action_strength("brake")*5 + add_force(-1*linear_velocity.normalized()*vel_slow*mass,Vector3.ZERO) + + + + #pass #"inherit" linear and angular velocity of what plane is landed on + +func _integrate_forces(state): + if is_network_master(): + #linear_velocity -= parentvel[0]; angular_velocity -= parentvel[1] +# if $rightwheel.get_rpm() < 60 and $rightwheel.is_in_contact(): +# if $rightwheel/Area.get_overlapping_bodies()[0].has_method("get_linear_velocity"): +# var ulv = $rightwheel/Area.get_overlapping_bodies()[0].linear_velocity +# var uav = $rightwheel/Area.get_overlapping_bodies()[0].angular_velocity +# var upos = $rightwheel/Area.get_overlapping_bodies()[0].global_transform.origin +# ulv += (global_transform.origin - upos).rotated(uav.normalized(),uav.length()*state.get_step()) + global_transform.origin +# parentvel = [ulv,uav] +# else: +# parentvel = [Vector3.ZERO, Vector3.ZERO] + if linear_velocity.length() > 25: + #linear_velocity = linear_velocity.normalized()*(linear_velocity.length()-vel_slow) + var ang_vel_target = Vector3.ZERO + #pitch plane + if pitch_dir == 1: #up, rotate toward maximum vertical angle + ang_vel_target += pitch_constant*(v_angle_max-v_angle)*global_transform.basis.z + elif pitch_dir == -1: #down, rotate toward minimum vertical angle + ang_vel_target += pitch_constant*(v_angle_min-v_angle)*global_transform.basis.z + + #roll (rotate around lengthwise axis) + var is_returning = 3 if roll_dir == 0 else 1 #return to flat quicker + ang_vel_target -= roll_constant*is_returning*(roll_dir*roll_curve.curve.interpolate(roll_angle_max-roll_angle))*global_transform.basis.x + + #turn (based on how much the plane is rolled (need to add + ang_vel_target += turn_constant*Vector3.UP*roll_angle + + #apply angular velocity + angular_velocity = ang_vel_target#lerp(angular_velocity,ang_vel_target,0.1) + if linear_velocity.angle_to(global_transform.basis.x) < 0.25: + set_linear_velocity(get_linear_velocity().slerp(transform.basis.x*linear_velocity.length(),0.1)) + #linear_velocity += parentvel[0]; angular_velocity += parentvel[1] + rpc("_set_position", global_transform, linear_velocity) + elif get_network_master() == -1 and get_tree().get_network_unique_id() == 1: + rpc("_set_position", global_transform, linear_velocity) diff --git a/scripts/vehicles/Gunboat.gd b/scripts/vehicles/Gunboat.gd new file mode 100644 index 0000000..2d9731f --- /dev/null +++ b/scripts/vehicles/Gunboat.gd @@ -0,0 +1,97 @@ +extends "res://scripts/machines/NetworkedMachine.gd" + +export var team = 0 + +const accel = 50000 +const turn_accel = 50000 + +export(float, 0.0, 1.0) var sail_out = 0.0 +export var sail_speed : float = 0.5 +var sail_turn = 0 +export var sail_turn_speed = 30 +const SAIL_MAX = 90 + +var rudder_turn : float = 0.0 +export var rudder_speed = 25 +export var rudder_constant = 1800 +const RUDDER_MAX = 60 + +const health_max = 1000 +var health = health_max +const max_depth = 2 + +#controls +var throttle: float = 0.0 +var rudder: float = 0.0 +var mainsheet: float = 0.0 + +func get_init_info(): + return {"sail_out" : sail_out, "rudder_turn" : rudder_turn, "sail_turn" : sail_turn, "health" : health, "in_use" : in_use} + +func mp_init(init_info): + for variable in init_info.keys(): + set(variable, init_info[variable]) + +# Called when the node enters the scene tree for the first time. +func _ready(): + world = get_tree().get_root().find_node("GAMEWORLD", true, false) + mass = 13500 + weight = mass * 9.8 + +func on_no_control(): + rudder = 0.0 + throttle = 0.0 + mainsheet = 0.0 + +func auto_sail(delta): + var in_range = global_transform.basis.x.dot(world.winddir) >= 0 + if in_range: + if Vector2(world.winddir.x, world.winddir.z).angle_to(Vector2($Mast.global_transform.basis.x.x,$Mast.global_transform.basis.x.z)) < 0: + sail_turn -= sail_turn_speed*delta + else: + sail_turn += sail_turn_speed*delta + else: + if abs(Vector2(world.winddir.x, world.winddir.z).angle_to(Vector2(global_transform.basis.z.x,global_transform.basis.z.z))) < PI/2: + sail_turn -= sail_turn_speed*delta + else: + sail_turn += sail_turn_speed*delta + +func direction_input(fwd,bwd,left,right,_left,_right): + throttle = fwd - bwd + rudder = left - right + mainsheet = _left - _right + +remotesync func damage(amount, _type, shooter, extra = ""): + health -= amount + print(health) + +# Called every frame. 'delta' is the elapsed time since the previous frame. +func _physics_process(delta): + $Mast/Sail.scale.y = sail_out + $Rudder.rotation_degrees.y = rudder_turn + $Mast.rotation_degrees.y = sail_turn + var push_force = accel*sail_out*world.winddir.dot($Mast.global_transform.basis.x) + if world.winddir.angle_to($Mast.global_transform.basis.x) < PI/2: + add_force(global_transform.basis.x*push_force, Vector3.ZERO) + add_torque(Vector3(0,-rudder_turn*rudder_constant*(0.5+linear_velocity.dot(global_transform.basis.x)),0)) + add_torque(Vector3(-1000000*angular_velocity.x,0,0)) + add_torque(Vector3(0,0,-1000000*angular_velocity.z)) + rudder_turn += rudder_speed*delta*(-0.25 if rudder_turn > 0 else 0.25) + for point in $FloatPoints.get_children(): + for area in point.get_overlapping_areas(): + if area.name == "WaterArea": + var depth = area.global_transform.origin.y-point.global_transform.origin.y + var floatiness = 0.275 if health <= 0 else 1 + if floatiness == 0.275: + depth = 0.05 + add_force(Vector3.UP*weight*depth*floatiness, point.global_transform.origin-global_transform.origin) + if in_use: + rudder_turn += rudder_speed*delta*(rudder) + sail_out += sail_speed*delta*(throttle) + sail_turn += sail_turn_speed*delta*(mainsheet) + auto_sail(delta) + sail_out = clamp(sail_out, 0, 1) + rudder_turn = clamp(rudder_turn, -RUDDER_MAX, RUDDER_MAX) + sail_turn = clamp(sail_turn, -SAIL_MAX, SAIL_MAX) + + #add_force(transform.basis.x*accel*Input.get_action_strength("move_forward"), Vector3.ZERO) |
