Save working changes

This commit is contained in:
Gary Steven Keough 2024-12-15 22:55:48 -05:00
parent 5b58093138
commit 159f5ae629
3 changed files with 35 additions and 33 deletions

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@ -16,6 +16,8 @@ var current_level
var uuid: String = ""
var old_global_trans_cache: Transform3D
@export_range(0.01, 1.0, 0.01) var base_turn_speed: float = 0.35
@export var max_turn_speed: float = 0.5
@export_range(0.01, 1.0, 0.01) var base_lift_speed: float = 2.0
@ -39,41 +41,41 @@ func _ready():
func _physics_process(_delta):
if ship_is_piloted:
var turn_speed = base_turn_speed / max(mass, 1)
var lift_speed = base_lift_speed / max(mass, 1)
if piloting_player.is_network_authority:
if ship_is_piloted:
var turn_speed = base_turn_speed / max(mass, 1)
var lift_speed = base_lift_speed / max(mass, 1)
if Input.is_action_pressed("move_left"):
angular_velocity.y += turn_speed
elif Input.is_action_pressed("move_right"):
angular_velocity.y -= turn_speed
else:
global_rotation.z = lerpf(global_rotation.z, 0, 0.8)
if Input.is_action_pressed("move_left"):
angular_velocity.y += turn_speed
elif Input.is_action_pressed("move_right"):
angular_velocity.y -= turn_speed
else:
global_rotation.z = lerpf(global_rotation.z, 0, 0.8)
if Input.is_action_pressed("jump"):
linear_velocity.y += lift_speed
elif Input.is_action_pressed("crouch"):
linear_velocity.y -= lift_speed
if Input.is_action_pressed("jump"):
linear_velocity.y += lift_speed
elif Input.is_action_pressed("crouch"):
linear_velocity.y -= lift_speed
var target_velocity = Vector3.ZERO
if Input.is_action_pressed("move_forwards"):
target_velocity = -transform.basis.z * top_speed
elif Input.is_action_pressed("move_backwards"):
target_velocity = transform.basis.z * top_speed
var current_acceleration = (target_velocity - linear_velocity) * acceleration
apply_central_force(current_acceleration * mass)
if linear_velocity.length() > top_speed:
linear_velocity = linear_velocity.normalized() * top_speed
var target_velocity = Vector3.ZERO
if Input.is_action_pressed("move_forwards"):
target_velocity = -transform.basis.z * top_speed
elif Input.is_action_pressed("move_backwards"):
target_velocity = transform.basis.z * top_speed
var current_acceleration = (target_velocity - linear_velocity) * acceleration
apply_central_force(current_acceleration * mass)
if linear_velocity.length() > top_speed:
linear_velocity = linear_velocity.normalized() * top_speed
angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
# Self level slowly
global_rotation.x = lerpf(global_rotation.x, 0, 0.1)
global_rotation.z = lerpf(global_rotation.z, 0, 0.1)
# Self level slowly
global_rotation.x = lerpf(global_rotation.x, 0, 0.1)
global_rotation.z = lerpf(global_rotation.z, 0, 0.1)
# Networking
NetworkManager.sync_property(uuid, "global_position", global_position)
NetworkManager.sync_property(uuid, "global_rotation", global_rotation)
# Networking
NetworkManager.sync_property(uuid, "global_transform", global_transform)
func _on_area_3d_body_entered(body: Node3D) -> void: