1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
|
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)
|