Ship mostly works #10

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chrisbell merged 60 commits from feature/ship-syncing into develop 2024-12-29 04:35:51 +00:00
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@ -46,44 +46,42 @@ 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 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
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)
apply_central_force(current_acceleration * mass)
if linear_velocity.length() > top_speed:
linear_velocity = linear_velocity.normalized() * top_speed
linear_velocity = linear_velocity.normalized() * top_speed
angular_velocity.y = clamp(angular_velocity.y, -max_turn_speed, max_turn_speed)
#if NetworkManager.is_host:
global_rotation.x = lerpf(global_rotation.x, 0, 0.1)
global_rotation.z = lerpf(global_rotation.z, 0, 0.1)
if piloting_player == null or !piloting_player.is_network_authority:
if old_global_position_cache != global_position:
NetworkManager.sync_property(uuid, "global_position", global_position)
old_global_position_cache = global_position
if old_global_rotation_cache != global_rotation:
NetworkManager.sync_property(uuid, "global_rotation", global_rotation)
old_global_rotation_cache = global_rotation
# Self level slowly if host
global_rotation.x = lerpf(global_rotation.x, 0, 0.1)
global_rotation.z = lerpf(global_rotation.z, 0, 0.1)
func _on_area_3d_body_entered(body: Node3D) -> void: