extends KinematicBody2D # Controls the player ship's movements based on player input. export var thruster_strength := 175.0 export var side_thruster_strength := 10.0 export var velocity_max := 300.0 export var angular_velocity_max := 2.0 export var angular_drag := 0.025 export var linear_drag := 0.025 var _linear_velocity := Vector2() var _angular_velocity := 0.0 onready var agent := GSTSteeringAgent.new() func _physics_process(delta: float) -> void: var movement := _get_movement() _angular_velocity = _calculate_angular_velocity( movement.x, _angular_velocity, side_thruster_strength, angular_velocity_max, angular_drag, delta ) rotation += _angular_velocity * delta _linear_velocity = _calculate_linear_velocity( movement.y, _linear_velocity, Vector2.UP.rotated(rotation), linear_drag, thruster_strength, velocity_max, delta ) _linear_velocity = move_and_slide(_linear_velocity) _update_agent() func _calculate_angular_velocity( horizontal_movement: float, current_velocity: float, thruster_strength: float, velocity_max: float, ship_drag: float, delta: float ) -> float: var velocity := clamp( current_velocity + thruster_strength * horizontal_movement * delta, -velocity_max, velocity_max ) velocity = lerp(velocity, 0, ship_drag) return velocity func _calculate_linear_velocity( vertical_movement: float, current_velocity: Vector2, facing_direction: Vector2, ship_drag_coefficient: float, strength: float, speed_max: 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 = velocity.linear_interpolate(Vector2.ZERO, ship_drag_coefficient) return velocity.clamped(speed_max) 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() -> void: agent.position.x = global_position.x agent.position.y = global_position.y agent.linear_velocity.x = _linear_velocity.x agent.linear_velocity.y = _linear_velocity.y agent.angular_velocity = _angular_velocity agent.orientation = rotation