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This commit is contained in:
Gary Steven Keough 2024-12-15 00:35:49 -05:00
parent aaaa8a80a5
commit b475589f00
5 changed files with 17 additions and 23 deletions

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@ -7,12 +7,12 @@
[node name="DevLevel" type="Node3D"] [node name="DevLevel" type="Node3D"]
[node name="level" parent="." instance=ExtResource("3_vcq2f")]
[node name="Player" parent="." instance=ExtResource("2_q510b")] [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) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.46532, 9.08969, 5.43659)
joystick_camera_sens_multiplier = 5.0 joystick_camera_sens_multiplier = 5.0
[node name="level" parent="." instance=ExtResource("3_vcq2f")]
[node name="ShuttleClass" parent="." instance=ExtResource("3_lsckv")] [node name="ShuttleClass" parent="." instance=ExtResource("3_lsckv")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 8.4922, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 8.4922, 0)

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@ -119,16 +119,14 @@ func _jump(delta: float) -> Vector3:
func player_entered_ship(ship_global_position: Vector3, ship: Ship): func player_entered_ship(ship_global_position: Vector3, ship: Ship):
current_ship = ship current_ship = ship
print(ship.ship_id) print("player entered ship: ", ship.ship_id)
print(global_position)
func player_exited_ship(ship_global_position: Vector3, ship: Ship): func player_exited_ship(ship_global_position: Vector3, ship: Ship):
current_ship = null current_ship = null
print(ship.ship_id) print("player exited ship: ", ship.ship_id)
print(global_position)
func set_is_piloting(state: bool): func set_is_piloting(state: bool):
is_piloting = state is_piloting = state
GameConsole.log_debug("player pilot state" + str(is_piloting)) print("player is piloting: ", str(is_piloting))

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@ -11,6 +11,7 @@ var piloting_player: Player = null
var ship_id: int = 0 var ship_id: int = 0
var ship_is_piloted: bool = false 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_range(0.01, 1.0, 0.01) var base_turn_speed: float = 0.3
@export var max_turn_speed: float = 0.5 @export var max_turn_speed: float = 0.5
@export_range(0.01, 1.0, 0.01) var base_lift_speed: float = 2.0 @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 move_speed: float = 10.0
@export var acceleration: float = 10.0 @export var acceleration: float = 10.0
@export var deceleration: float = 20.0 @export var deceleration: float = 20.0
var player_on_ship: bool = false
func _ready(): func _ready():
@ -28,7 +28,6 @@ func _ready():
_add_ship_helm(ship_helm_scene) #TEMPORARY TEST _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 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)) GameConsole.log_debug("Ship ID: " + str(ship_id))
@ -49,13 +48,13 @@ func _physics_process(delta):
elif Input.is_action_pressed("crouch"): elif Input.is_action_pressed("crouch"):
linear_velocity.y -= lift_speed linear_velocity.y -= lift_speed
if player_on_ship:
if Input.is_action_pressed("move_forwards"): if Input.is_action_pressed("move_forwards"):
var forward_force = (((-transform.basis.z * move_speed) - linear_velocity) * mass).normalized() var forward_force = (((-transform.basis.z * move_speed) - linear_velocity) * mass).normalized()
apply_central_force(forward_force) apply_central_force(forward_force)
elif Input.is_action_pressed("move_backwards"): elif Input.is_action_pressed("move_backwards"):
var forward_force = (((transform.basis.z * move_speed) - linear_velocity) * mass).normalized() var forward_force = (((transform.basis.z * move_speed) - linear_velocity) * mass).normalized()
apply_central_force(forward_force) apply_central_force(forward_force)
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)
@ -67,12 +66,11 @@ func _physics_process(delta):
func _on_area_3d_body_entered(body): func _on_area_3d_body_entered(body):
if body is Player: if body is Player:
print(self.name) #print(self.name)
body.player_entered_ship(global_position, self) body.player_entered_ship(global_position, self)
piloting_player = body piloting_player = body
if !player_on_ship: body.reparent(self, true)
body.reparent(self, true)
player_on_ship = true
func _on_area_3d_body_exited(body): 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) body.player_exited_ship(global_position, self)
ship_is_piloted = false ship_is_piloted = false
piloting_player = null piloting_player = null
if player_on_ship: body.reparent(owner, true)
body.reparent(get_node("/root/DevLevel/"), true)
player_on_ship = false
func _add_ship_helm(_ship_helm_scene: PackedScene): func _add_ship_helm(_ship_helm_scene: PackedScene):

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