diff --git a/addons/godotsteam/win64/~libgodotsteam.windows.template_debug.x86_64.dll b/addons/godotsteam/win64/~libgodotsteam.windows.template_debug.x86_64.dll new file mode 100644 index 0000000..c80cff6 Binary files /dev/null and b/addons/godotsteam/win64/~libgodotsteam.windows.template_debug.x86_64.dll differ diff --git a/assets/core/enviroment/dev-level/dev-level.tscn b/assets/core/enviroment/dev-level/dev-level.tscn index dad4c5f..f33f1ad 100644 --- a/assets/core/enviroment/dev-level/dev-level.tscn +++ b/assets/core/enviroment/dev-level/dev-level.tscn @@ -7,12 +7,12 @@ [node name="DevLevel" type="Node3D"] +[node name="level" parent="." instance=ExtResource("3_vcq2f")] + [node name="Player" parent="." instance=ExtResource("2_q510b")] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.46532, 9.08969, 5.43659) joystick_camera_sens_multiplier = 5.0 -[node name="level" parent="." instance=ExtResource("3_vcq2f")] - [node name="ShuttleClass" parent="." instance=ExtResource("3_lsckv")] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 8.4922, 0) diff --git a/assets/core/player-controller/scripts/player.gd b/assets/core/player-controller/scripts/player.gd index 40f1d5a..fafeac7 100644 --- a/assets/core/player-controller/scripts/player.gd +++ b/assets/core/player-controller/scripts/player.gd @@ -119,16 +119,14 @@ func _jump(delta: float) -> Vector3: func player_entered_ship(ship_global_position: Vector3, ship: Ship): current_ship = ship - print(ship.ship_id) - print(global_position) + print("player entered ship: ", ship.ship_id) func player_exited_ship(ship_global_position: Vector3, ship: Ship): current_ship = null - print(ship.ship_id) - print(global_position) + print("player exited ship: ", ship.ship_id) func set_is_piloting(state: bool): is_piloting = state - GameConsole.log_debug("player pilot state" + str(is_piloting)) + print("player is piloting: ", str(is_piloting)) diff --git a/assets/core/ships/ship_script.gd b/assets/core/ships/ship_script.gd index 00d1e4f..5a13032 100644 --- a/assets/core/ships/ship_script.gd +++ b/assets/core/ships/ship_script.gd @@ -11,6 +11,7 @@ var piloting_player: Player = null var ship_id: int = 0 var ship_is_piloted: bool = false +var current_level @export_range(0.01, 1.0, 0.01) var base_turn_speed: float = 0.3 @export var max_turn_speed: float = 0.5 @export_range(0.01, 1.0, 0.01) var base_lift_speed: float = 2.0 @@ -18,7 +19,6 @@ var ship_is_piloted: bool = false @export var move_speed: float = 10.0 @export var acceleration: float = 10.0 @export var deceleration: float = 20.0 -var player_on_ship: bool = false func _ready(): @@ -28,7 +28,6 @@ func _ready(): _add_ship_helm(ship_helm_scene) #TEMPORARY TEST - ship_id = randi_range(1000, 9999) #assign a random id to the ship as a unique identifier GameConsole.log_debug("Ship ID: " + str(ship_id)) @@ -49,13 +48,13 @@ func _physics_process(delta): elif Input.is_action_pressed("crouch"): linear_velocity.y -= lift_speed - if player_on_ship: - if Input.is_action_pressed("move_forwards"): - var forward_force = (((-transform.basis.z * move_speed) - linear_velocity) * mass).normalized() - apply_central_force(forward_force) - elif Input.is_action_pressed("move_backwards"): - var forward_force = (((transform.basis.z * move_speed) - linear_velocity) * mass).normalized() - apply_central_force(forward_force) + + if Input.is_action_pressed("move_forwards"): + var forward_force = (((-transform.basis.z * move_speed) - linear_velocity) * mass).normalized() + apply_central_force(forward_force) + elif Input.is_action_pressed("move_backwards"): + var forward_force = (((transform.basis.z * move_speed) - linear_velocity) * mass).normalized() + apply_central_force(forward_force) angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed) @@ -67,12 +66,11 @@ func _physics_process(delta): func _on_area_3d_body_entered(body): if body is Player: - print(self.name) + #print(self.name) body.player_entered_ship(global_position, self) piloting_player = body - if !player_on_ship: - body.reparent(self, true) - player_on_ship = true + body.reparent(self, true) + func _on_area_3d_body_exited(body): @@ -80,9 +78,7 @@ func _on_area_3d_body_exited(body): body.player_exited_ship(global_position, self) ship_is_piloted = false piloting_player = null - if player_on_ship: - body.reparent(get_node("/root/DevLevel/"), true) - player_on_ship = false + body.reparent(owner, true) func _add_ship_helm(_ship_helm_scene: PackedScene): diff --git a/godot-jolt/windows/~godot-jolt_windows-x64_editor.dll b/godot-jolt/windows/~godot-jolt_windows-x64_editor.dll new file mode 100644 index 0000000..c05d288 Binary files /dev/null and b/godot-jolt/windows/~godot-jolt_windows-x64_editor.dll differ