diff options
Diffstat (limited to 'godot/scripts/vehicles')
| -rw-r--r-- | godot/scripts/vehicles/Gunboat.gd | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/godot/scripts/vehicles/Gunboat.gd b/godot/scripts/vehicles/Gunboat.gd index 03252e6..fe5473a 100644 --- a/godot/scripts/vehicles/Gunboat.gd +++ b/godot/scripts/vehicles/Gunboat.gd @@ -5,7 +5,7 @@ export var team = 0 const accel = 500000 const turn_accel = 50000 -export(float, 0.0, 1.0) var sail_out = 0.0 +remote var sail_out = 0.0 export var sail_speed : float = 0.2 var sail_turn = 0 export var sail_turn_speed = 30 @@ -87,9 +87,9 @@ func _physics_process(delta): sail.set_sheet(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) + var push_force = accel*sail_out*world.winddir.dot(global_transform.basis.x) + if world.winddir.angle_to(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(-100000*angular_velocity.x,0,0)) add_torque(Vector3(0,0,-100000*angular_velocity.z)) @@ -110,5 +110,5 @@ func _physics_process(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) - + rset("sail_out", sail_out) #add_force(transform.basis.x*accel*Input.get_action_strength("move_forward"), Vector3.ZERO) |
