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extends RigidBody
#Basis
var in_use : bool = false
var user = null
var world = null
var cooldown = 0
export var fire_rate = 1 #shot/s
export var ball_speed = 500 #m/s
var pitch :float = 0.0
var turn :float = 0.0
export var turn_speed = 7.5 #deg/s
export var pitch_speed = 10
export var max_pitch = 50
export var min_pitch = -10
export var min_yaw = -15
export var max_yaw = 15
onready var muzzle = get_node("YawJoint/PitchJoint/Muzzle")
func get_init_info():
return {"pitch_rot" : $YawJoint/PitchJoint.rotation_degrees.z, "turn_rot" : $YawJoint.rotation_degrees.y, "in_use" : in_use}
func mp_init(init_info):
$YawJoint/PitchJoint.rotation_degrees.z = init_info["pitch_rot"]
$YawJoint.rotation_degrees.y = init_info["turn_rot"]
in_use = init_info["in_use"]
# Called when the node enters the scene tree for the first time.
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)
func is_in_use():
return in_use
func take_control(controller):
$YawJoint/PitchJoint/Camera.current = true
user = controller
in_use = true
return self
func relinquish_control():
in_use = false
user = null
func _physics_process(delta):
if cooldown > 0:
cooldown -= delta
if in_use:
#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
func direction_input(fwd,bwd,left,right,_left,_right):
pitch = fwd - bwd
turn = left - right
func attack1():
if cooldown > 0:
return
$YawJoint/PitchJoint/Muzzle/explosion_sound.play()
var expl = preload("res://particles/p_Explosion.tscn").instance()
var cball = preload("res://scenes/ballistics/Cannonball.tscn").instance()
world.add_child(cball)
world.add_child(expl)
expl.init(muzzle.global_transform.origin, Vector3.ZERO)
add_collision_exception_with(cball)
cball.global_transform.origin = muzzle.global_transform.origin
cball.linear_velocity = muzzle.global_transform.basis.x*ball_speed
cooldown = fire_rate
if mode == RigidBody.MODE_STATIC:
get_parent().apply_impulse($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
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