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@ -7,12 +7,12 @@
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[node name="DevLevel" type="Node3D"]
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[node name="level" parent="." instance=ExtResource("3_vcq2f")]
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[node name="Player" parent="." instance=ExtResource("2_q510b")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5.46532, 9.08969, 5.43659)
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joystick_camera_sens_multiplier = 5.0
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[node name="level" parent="." instance=ExtResource("3_vcq2f")]
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[node name="ShuttleClass" parent="." instance=ExtResource("3_lsckv")]
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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:
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func player_entered_ship(ship_global_position: Vector3, ship: Ship):
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current_ship = ship
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print(ship.ship_id)
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print(global_position)
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print("player entered ship: ", ship.ship_id)
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func player_exited_ship(ship_global_position: Vector3, ship: Ship):
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current_ship = null
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print(ship.ship_id)
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print(global_position)
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print("player exited ship: ", ship.ship_id)
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func set_is_piloting(state: bool):
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is_piloting = state
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GameConsole.log_debug("player pilot state" + str(is_piloting))
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print("player is piloting: ", str(is_piloting))
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@ -11,6 +11,7 @@ var piloting_player: Player = null
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var ship_id: int = 0
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var ship_is_piloted: bool = false
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var current_level
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@export_range(0.01, 1.0, 0.01) var base_turn_speed: float = 0.3
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@export var max_turn_speed: float = 0.5
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@export_range(0.01, 1.0, 0.01) var base_lift_speed: float = 2.0
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@ -18,7 +19,6 @@ var ship_is_piloted: bool = false
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@export var move_speed: float = 10.0
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@export var acceleration: float = 10.0
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@export var deceleration: float = 20.0
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var player_on_ship: bool = false
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func _ready():
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@ -28,7 +28,6 @@ func _ready():
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_add_ship_helm(ship_helm_scene) #TEMPORARY TEST
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ship_id = randi_range(1000, 9999) #assign a random id to the ship as a unique identifier
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GameConsole.log_debug("Ship ID: " + str(ship_id))
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@ -49,13 +48,13 @@ func _physics_process(delta):
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elif Input.is_action_pressed("crouch"):
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linear_velocity.y -= lift_speed
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if player_on_ship:
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if Input.is_action_pressed("move_forwards"):
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var forward_force = (((-transform.basis.z * move_speed) - linear_velocity) * mass).normalized()
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apply_central_force(forward_force)
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elif Input.is_action_pressed("move_backwards"):
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var forward_force = (((transform.basis.z * move_speed) - linear_velocity) * mass).normalized()
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apply_central_force(forward_force)
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if Input.is_action_pressed("move_forwards"):
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var forward_force = (((-transform.basis.z * move_speed) - linear_velocity) * mass).normalized()
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apply_central_force(forward_force)
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elif Input.is_action_pressed("move_backwards"):
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var forward_force = (((transform.basis.z * move_speed) - linear_velocity) * mass).normalized()
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apply_central_force(forward_force)
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angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
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@ -67,12 +66,11 @@ func _physics_process(delta):
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func _on_area_3d_body_entered(body):
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if body is Player:
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print(self.name)
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#print(self.name)
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body.player_entered_ship(global_position, self)
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piloting_player = body
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if !player_on_ship:
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body.reparent(self, true)
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player_on_ship = true
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body.reparent(self, true)
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func _on_area_3d_body_exited(body):
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@ -80,9 +78,7 @@ func _on_area_3d_body_exited(body):
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body.player_exited_ship(global_position, self)
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ship_is_piloted = false
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piloting_player = null
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if player_on_ship:
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body.reparent(get_node("/root/DevLevel/"), true)
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player_on_ship = false
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body.reparent(owner, true)
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func _add_ship_helm(_ship_helm_scene: PackedScene):
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BIN
godot-jolt/windows/~godot-jolt_windows-x64_editor.dll
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BIN
godot-jolt/windows/~godot-jolt_windows-x64_editor.dll
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