Update changes

This commit is contained in:
Gary Steven Keough 2024-12-15 23:04:20 -05:00
parent 159f5ae629
commit bb867c427e
3 changed files with 33 additions and 32 deletions

View File

@ -41,41 +41,42 @@ func _ready():
func _physics_process(_delta): func _physics_process(_delta):
if piloting_player.is_network_authority: if !piloting_player.is_network_authority: return
if ship_is_piloted: if ship_is_piloted:
var turn_speed = base_turn_speed / max(mass, 1) var turn_speed = base_turn_speed / max(mass, 1)
var lift_speed = base_lift_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("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
angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
# Self level slowly if Input.is_action_pressed("move_left"):
global_rotation.x = lerpf(global_rotation.x, 0, 0.1) angular_velocity.y += turn_speed
global_rotation.z = lerpf(global_rotation.z, 0, 0.1) elif Input.is_action_pressed("move_right"):
angular_velocity.y -= turn_speed
else:
global_rotation.z = lerpf(global_rotation.z, 0, 0.8)
# Networking 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
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)
if old_global_trans_cache != global_transform:
NetworkManager.sync_property(uuid, "global_transform", global_transform) NetworkManager.sync_property(uuid, "global_transform", global_transform)
old_global_trans_cache = global_transform
func _on_area_3d_body_entered(body: Node3D) -> void: func _on_area_3d_body_entered(body: Node3D) -> void:

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