From a0967ebe815cd229b69fb9578f2288b95b2ddb28 Mon Sep 17 00:00:00 2001 From: Anson Bridges Date: Sun, 4 Sep 2022 14:57:56 -0700 Subject: networked machine project. added broken airplane from previous project --- scripts/Server.gd | 5 +- scripts/ballistics/Cannonball.gd | 2 +- scripts/boats/Gunboat.gd | 124 ---------------------------- scripts/cameras/plane_armcam.gd | 26 ++++++ scripts/cameras/player_firstperson.gd | 33 ++++++++ scripts/characters/player_controller_new.gd | 21 ++--- scripts/machines/Cannon.gd | 64 ++++---------- scripts/machines/NetworkedMachine.gd | 54 ++++++++++++ scripts/vehicles/Airplane.gd | 106 ++++++++++++++++++++++++ scripts/vehicles/Gunboat.gd | 97 ++++++++++++++++++++++ 10 files changed, 349 insertions(+), 183 deletions(-) delete mode 100644 scripts/boats/Gunboat.gd create mode 100644 scripts/cameras/plane_armcam.gd create mode 100644 scripts/cameras/player_firstperson.gd create mode 100644 scripts/machines/NetworkedMachine.gd create mode 100644 scripts/vehicles/Airplane.gd create mode 100644 scripts/vehicles/Gunboat.gd (limited to 'scripts') diff --git a/scripts/Server.gd b/scripts/Server.gd index 731663c..bf1acbb 100644 --- a/scripts/Server.gd +++ b/scripts/Server.gd @@ -101,9 +101,10 @@ func _client_request_change_character(arguments): func _client_request_control_vehicle(arguments): var dest_machine = world.get_node("MACHINES/"+arguments["machine"]) + var name = "BOT" if arguments["id"] == 1 else connected_players[arguments["id"]][0] if dest_machine != null and dest_machine.get_network_master() == 1 and !dest_machine.in_use: - print_line(connected_players[arguments["id"]][0] + " is controlling " + arguments["machine"]) - dest_machine.rpc("set_net_owner", arguments["id"]) + print_line(arguments["char_name"] + "(" + name + ") is controlling " + arguments["machine"]) + dest_machine.rpc("set_net_owner", arguments["id"], arguments["char_name"]) func _character_death(arguments): var victim_player = connected_players[arguments["victim_mp_id"]][0] if arguments["victim_mp_id"] != 1 else "" diff --git a/scripts/ballistics/Cannonball.gd b/scripts/ballistics/Cannonball.gd index 7b56577..14de00c 100644 --- a/scripts/ballistics/Cannonball.gd +++ b/scripts/ballistics/Cannonball.gd @@ -12,6 +12,6 @@ func get_init_info(): return {"linear_velocity" : linear_velocity, "angular_velocity" : angular_velocity, "oldvel" : oldvel, "shooter" : shooter, "shooter_id" : shooter_id} func _on_collision(body): - if linear_velocity.length() > 20 and !damage_exceptions.has(body) and body.has_method("damage"): + if oldvel.length() > 20 and !damage_exceptions.has(body) and body.has_method("damage"): body.rpc("damage", oldvel.length(), "blunt", shooter, "using 'cannon'") damage_exceptions.append(body) diff --git a/scripts/boats/Gunboat.gd b/scripts/boats/Gunboat.gd deleted file mode 100644 index 6f4f807..0000000 --- a/scripts/boats/Gunboat.gd +++ /dev/null @@ -1,124 +0,0 @@ -extends RigidBody - - -# Declare member variables here. Examples: -# var a = 2 -# var b = "text" -var in_use : bool = false -var user = null -var world = null - -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 is_in_use(): - return in_use - -func take_control(controller): - user = controller - in_use = true - return self - -func relinquish_control(): - in_use = false - rudder = 0.0 - throttle = 0.0 - mainsheet = 0.0 - user = null - -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 attack1(): - pass - -func attack2(): - pass - -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) - -remotesync func net_apply_impulse(impulse_v): - apply_central_impulse(impulse_v) - -# 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) diff --git a/scripts/cameras/plane_armcam.gd b/scripts/cameras/plane_armcam.gd new file mode 100644 index 0000000..edb0284 --- /dev/null +++ b/scripts/cameras/plane_armcam.gd @@ -0,0 +1,26 @@ +extends SpringArm + + + +# Called when the node enters the scene tree for the first time. +func _ready(): + Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) + $ClippedCamera.add_exception(get_parent()) + add_excluded_object(get_parent().get_rid()) + + +#func _process(delta): + + +func _input(event): + if $ClippedCamera.current: + if Input.is_action_just_pressed("menu"): #toggle mouse capture on esc + if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + else: + Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) + + if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: + if event is InputEventMouseMotion: + rotation_degrees.x = clamp(rotation_degrees.x-event.relative.y*0.1,-70,70) + rotation_degrees.y -= event.relative.x*0.1 diff --git a/scripts/cameras/player_firstperson.gd b/scripts/cameras/player_firstperson.gd new file mode 100644 index 0000000..ace49e6 --- /dev/null +++ b/scripts/cameras/player_firstperson.gd @@ -0,0 +1,33 @@ +extends Camera + + +var mouse_axis := Vector2() +var mouse_sensitivity = 12.0 + +func _ready(): + Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) + current = false + + +func _input(event): + if current: + if Input.is_action_just_pressed("menu"): #toggle mouse capture on esc + if Input.get_mouse_mode() == Input.MOUSE_MODE_VISIBLE: + Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) + else: + Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE) + if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED: + mouse_axis = event.relative + if mouse_axis.length() > 0: + var horizontal: float = -mouse_axis.x * (mouse_sensitivity / 100) + var vertical: float = -mouse_axis.y * (mouse_sensitivity / 100) + + mouse_axis = Vector2() + + get_parent().rotate_y(deg2rad(horizontal)) + rotate_x(deg2rad(vertical)) + + var temp_rot: Vector3 = rotation_degrees + temp_rot.x = clamp(temp_rot.x, -90, 90) + get_parent().animationcontroller.rpc("lean",-1*temp_rot.x/90) + rotation_degrees = temp_rot diff --git a/scripts/characters/player_controller_new.gd b/scripts/characters/player_controller_new.gd index 9c8f4ee..f58c689 100644 --- a/scripts/characters/player_controller_new.gd +++ b/scripts/characters/player_controller_new.gd @@ -92,16 +92,12 @@ func _process(_delta: float) -> void: func initiate_use(): if controlling_machine: machine.relinquish_control() - machine = null - controlling_machine = false - if is_player: - cam.current = true return if $Head/Camera/UseRay.is_colliding(): var area_c = $Head/Camera/UseRay.get_collider() match area_c.name: "SteerArea": - world.rpc_id(1, "_call_on_server", "_client_request_control_vehicle", {"id" : world.client_id, "machine" : area_c.get_parent().name}) + world.rpc_id(1, "_call_on_server", "_client_request_control_vehicle", {"id" : world.client_id, "machine" : area_c.get_parent().name, "char_name" : name}) #controlling_machine = true #machine = $Head/Camera/UseRay.get_collider().get_parent().take_control(self) #var gt = global_transform.origin @@ -135,7 +131,13 @@ func deselect_character(): world.get_node("DEFAULTCAM").current = true rpc("set_net_owner", 1) -func regain_control(_gt): +func take_control_of_machine(slave_machine): + machine = slave_machine + controlling_machine = true + +func lose_machine(): + if is_player: + cam.current = true controlling_machine = false machine = null @@ -153,10 +155,7 @@ func _physics_process(delta: float) -> void: func on_floor_test() -> bool: if $Feet.is_colliding(): is_on_floor = true - if $Feet.get_collider().has_method("get_linear_velocity"): - floorspeed = $Feet.get_collider().get_linear_velocity() - else: - floorspeed = Vector3.ZERO + floorspeed = $Feet.get_collider().get_linear_velocity() if $Feet.get_collider().has_method("get_linear_velocity") else Vector3.ZERO return true if player_state: for i in range(player_state.get_contact_count()): @@ -247,6 +246,8 @@ remotesync func damage(dmg_amt, type, shooter, extra = ""): if shooter[0] != get_network_master(): world.rpc_id(shooter[0], "game_hitsound") remotesync func remove_dead_character(): + if is_network_master() and machine != null: + machine.relinquish_control() deselect_character() queue_free() diff --git a/scripts/machines/Cannon.gd b/scripts/machines/Cannon.gd index e7a5441..3cf6f5d 100644 --- a/scripts/machines/Cannon.gd +++ b/scripts/machines/Cannon.gd @@ -1,12 +1,10 @@ -extends RigidBody -#Basis -var in_use : bool = false -var user = null -var world = null +extends "res://scripts/machines/NetworkedMachine.gd" + +var world_ballistics = null var cooldown = 0 export var fire_rate = 1 #shot/s -export var ball_speed = 500 #m/s +export var ball_speed = 400 #m/s var pitch :float = 0.0 var turn :float = 0.0 @@ -21,10 +19,9 @@ export var max_yaw = 15 onready var muzzle = get_node("YawJoint/PitchJoint/Muzzle") -remote func update_phys_transform(t, lv, av): - transform = t - linear_velocity = lv - angular_velocity = av +remote func update_aim(pitch_z, yaw_y): + $YawJoint/PitchJoint.rotation_degrees.z = pitch_z + $YawJoint.rotation_degrees.y = yaw_y func get_init_info(): return {"pitch_rot" : $YawJoint/PitchJoint.rotation_degrees.z, "turn_rot" : $YawJoint.rotation_degrees.y, "in_use" : in_use} @@ -39,48 +36,25 @@ func _ready(): if get_parent().name != "MACHINES": add_collision_exception_with(get_parent()) mode = RigidBody.MODE_STATIC - world = get_tree().get_root().find_node("BALLISTICS", true, false) - -remotesync func set_net_owner(id, char_name): - set_network_master(id) - if id != 1 or char_name != "NONE": - pass - -func is_in_use(): - return in_use - -func take_control(controller): + world_ballistics = world.get_node("BALLISTICS") + +func on_new_control(): $YawJoint/PitchJoint/Camera.current = true - user = controller - in_use = true - return self - -func relinquish_control(): - in_use = false - user = null - rpc("set_owner", 1, "NONE") func _physics_process(delta): if cooldown > 0: cooldown -= delta - if in_use: - #aim + if in_use and is_network_master(): #aim $YawJoint/PitchJoint.rotation_degrees.z += pitch*pitch_speed*delta $YawJoint.rotation_degrees.y += turn*turn_speed*delta - if $YawJoint.rotation_degrees.y > max_yaw: - $YawJoint.rotation_degrees.y = max_yaw - elif $YawJoint.rotation_degrees.y < min_yaw: - $YawJoint.rotation_degrees.y = min_yaw - if $YawJoint/PitchJoint.rotation_degrees.z > max_pitch: - $YawJoint/PitchJoint.rotation_degrees.z = max_pitch - elif $YawJoint/PitchJoint.rotation_degrees.z < min_pitch: - $YawJoint/PitchJoint.rotation_degrees.z = min_pitch - if is_network_master() and mode == MODE_STATIC: - rpc("update_phys_transform", transform, linear_velocity, angular_velocity) + $YawJoint.rotation_degrees.y = clamp($YawJoint.rotation_degrees.y, min_yaw, max_yaw) + $YawJoint/PitchJoint.rotation_degrees.z = clamp($YawJoint/PitchJoint.rotation_degrees.z, min_pitch, max_pitch) + + rpc("update_aim", $YawJoint/PitchJoint.rotation_degrees.z, $YawJoint.rotation_degrees.y) func direction_input(fwd,bwd,left,right,_left,_right): pitch = fwd - bwd - turn = left - right + turn = right - left func attack1(): if cooldown > 0: @@ -91,8 +65,9 @@ remotesync func fire(): $YawJoint/PitchJoint/Muzzle/explosion_sound.play() var expl = preload("res://particles/p_Explosion.tscn").instance() var cball = preload("res://scenes/ballistics/Cannonball.tscn").instance() - world.add_child(cball) + world_ballistics.add_child(cball, true) world.add_child(expl) + expl.scale = Vector3(0.25,0.25,0.25) expl.init(muzzle.global_transform.origin, Vector3.ZERO) add_collision_exception_with(cball) cball.global_transform.origin = muzzle.global_transform.origin @@ -102,6 +77,3 @@ remotesync func fire(): get_parent().apply_impulse($YawJoint/PitchJoint.global_transform.origin - get_parent().global_transform.origin, -1*cball.mass*ball_speed*muzzle.global_transform.basis.x) else: apply_impulse($YawJoint/PitchJoint.global_transform.origin - global_transform.origin, -1*cball.mass*ball_speed*muzzle.global_transform.basis.x) - -func attack2(): - pass diff --git a/scripts/machines/NetworkedMachine.gd b/scripts/machines/NetworkedMachine.gd new file mode 100644 index 0000000..d4ccb61 --- /dev/null +++ b/scripts/machines/NetworkedMachine.gd @@ -0,0 +1,54 @@ +extends RigidBody + +var in_use : bool = false +var user = null +var world = null + +func _ready(): + world = get_tree().get_root().find_node("GAMEWORLD", true, false) + +remote func update_phys_transform(t, lv, av): + transform = t + linear_velocity = lv + angular_velocity = av + +remotesync func net_apply_impulse(impulse_v): + apply_central_impulse(impulse_v) + +func _integrate_forces(state): + if is_network_master() and mode == MODE_RIGID: + rpc("update_phys_transform", transform, linear_velocity, angular_velocity) + +remotesync func set_net_owner(id, char_name): + set_network_master(id) + if id == 1 and char_name == "NONE": #not under control + on_no_control() + if user != null: + user.lose_machine() + user = null + in_use = false + else: + in_use = true + user = world.get_node("PLAYERS/"+char_name) + user.take_control_of_machine(self) + if is_network_master(): + on_new_control() + +func relinquish_control(): + rpc("set_net_owner", 1, "NONE") + +#TO BE OVERRIDDEN BY CHILDREN +func on_new_control(): + pass + +func on_no_control(): + pass + +func attack1(): + pass + +func attack2(): + pass + +func direction_input(fwd,bwd,left,right,_left,_right): + pass 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) -- cgit v1.2.3