2019-12-19 21:24:40 +01:00
|
|
|
extends "res://demos/pursue_vs_seek/Ship.gd"
|
2020-01-02 23:42:41 +01:00
|
|
|
# Controls the player ship's movements based on player input.
|
2019-12-19 21:24:40 +01:00
|
|
|
|
|
|
|
|
|
|
|
onready var agent: = GSTSteeringAgent.new()
|
|
|
|
|
|
|
|
export var thruster_strength: = 150.0
|
|
|
|
export var side_thruster_strength: = 10.0
|
|
|
|
export var max_velocity: = 150.0
|
|
|
|
export var max_angular_velocity: = 2.0
|
|
|
|
export var angular_drag: = 5.0
|
|
|
|
export var linear_drag: = 100.0
|
|
|
|
|
|
|
|
var _linear_velocity: = Vector2()
|
|
|
|
var _angular_velocity: = 0.0
|
|
|
|
|
|
|
|
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
|
|
var movement: = _get_movement()
|
|
|
|
_angular_velocity = _calculate_angular_velocity(
|
|
|
|
movement.x,
|
|
|
|
_angular_velocity,
|
|
|
|
side_thruster_strength,
|
|
|
|
max_angular_velocity,
|
|
|
|
angular_drag,
|
|
|
|
delta
|
|
|
|
)
|
|
|
|
rotation += (_angular_velocity * delta)
|
|
|
|
|
|
|
|
_linear_velocity = _calculate_linear_velocity(
|
|
|
|
movement.y,
|
|
|
|
_linear_velocity,
|
|
|
|
Vector2.UP.rotated(rotation),
|
|
|
|
linear_drag,
|
|
|
|
thruster_strength,
|
|
|
|
max_velocity,
|
|
|
|
delta
|
|
|
|
)
|
|
|
|
|
|
|
|
_linear_velocity = move_and_slide(_linear_velocity)
|
|
|
|
|
|
|
|
_update_agent(_linear_velocity, rotation)
|
|
|
|
update()
|
|
|
|
|
|
|
|
|
|
|
|
func _calculate_angular_velocity(
|
|
|
|
horizontal_movement: float,
|
|
|
|
current_velocity: float,
|
|
|
|
thruster_strength: float,
|
|
|
|
max_velocity: float,
|
|
|
|
ship_drag: float,
|
|
|
|
delta: float) -> float:
|
|
|
|
|
|
|
|
var velocity: = clamp(
|
|
|
|
current_velocity + thruster_strength * horizontal_movement * delta,
|
|
|
|
-max_velocity,
|
|
|
|
max_velocity
|
|
|
|
)
|
|
|
|
|
|
|
|
if velocity > 0:
|
|
|
|
velocity -= ship_drag * delta
|
|
|
|
elif velocity < 0:
|
|
|
|
velocity += ship_drag * delta
|
|
|
|
if abs(velocity) < 0.01:
|
|
|
|
velocity = 0
|
|
|
|
|
|
|
|
return velocity
|
|
|
|
|
|
|
|
|
|
|
|
func _calculate_linear_velocity(
|
|
|
|
vertical_movement: float,
|
|
|
|
current_velocity: Vector2,
|
|
|
|
facing_direction: Vector2,
|
|
|
|
ship_drag: float,
|
|
|
|
strength: float,
|
|
|
|
max_speed: float,
|
|
|
|
delta: float) -> Vector2:
|
|
|
|
|
|
|
|
var actual_strength: = 0.0
|
|
|
|
if vertical_movement > 0:
|
|
|
|
actual_strength = strength
|
|
|
|
elif vertical_movement < 0:
|
|
|
|
actual_strength = -strength/1.5
|
|
|
|
|
|
|
|
var velocity: = current_velocity + facing_direction * actual_strength * delta
|
|
|
|
velocity -= current_velocity.normalized() * (ship_drag * delta)
|
|
|
|
|
|
|
|
return velocity.clamped(max_speed)
|
|
|
|
|
|
|
|
|
|
|
|
func _get_movement() -> Vector2:
|
|
|
|
return Vector2( Input.get_action_strength("sf_right") - Input.get_action_strength("sf_left"),
|
|
|
|
Input.get_action_strength("sf_up") - Input.get_action_strength("sf_down"))
|
|
|
|
|
|
|
|
|
|
|
|
func _update_agent(velocity: Vector2, orientation: float) -> void:
|
|
|
|
agent.position = Vector3(global_position.x, global_position.y, 0)
|
|
|
|
agent.linear_velocity = Vector3(velocity.x, velocity.y, 0)
|
|
|
|
agent.orientation = orientation
|