summaryrefslogtreecommitdiff
path: root/scripts/vehicles
diff options
context:
space:
mode:
Diffstat (limited to 'scripts/vehicles')
-rw-r--r--scripts/vehicles/Airplane.gd106
-rw-r--r--scripts/vehicles/Gunboat.gd97
2 files changed, 0 insertions, 203 deletions
diff --git a/scripts/vehicles/Airplane.gd b/scripts/vehicles/Airplane.gd
deleted file mode 100644
index cf3c21a..0000000
--- a/scripts/vehicles/Airplane.gd
+++ /dev/null
@@ -1,106 +0,0 @@
-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
deleted file mode 100644
index 2d9731f..0000000
--- a/scripts/vehicles/Gunboat.gd
+++ /dev/null
@@ -1,97 +0,0 @@
-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)