YMFS/core/drone/drone.gd

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GDScript3
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extends RigidBody3D
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# Local coords to axis
# Yaw = Y
# Roll = Z
# Pitch = X
@export_category("Parameters")
@export var flight_modes: Array = ["normal", "acro"]
@export var armed: bool = false
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@export var can_flip: bool = false
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@export var throttle_speed: float = 0.0
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@export var rotation_speed: float = 0.15
@export var max_speed: float = 20.0
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@export var max_rotation_speed: float = 15.0
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@export var thrust_factor: float = 1.0
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@export_category("Node References")
@export var camera: Camera3D
@export var anim_player: AnimationPlayer
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@export var flip_over_detection_ray: RayCast3D
@export var flip_over_timer: Timer
@export var input_suggestion_label: Label
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@export var reset_point: Marker3D
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var animation_initalized: bool = false
var using_joy_controller: bool = true
func _ready():
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flip_over_timer.timeout.connect(_on_flip_over_timeout)
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func _process(_delta):
if Input.is_action_just_pressed("arm"):
handle_arming()
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func handle_arming():
if !armed:
if !animation_initalized:
anim_player.play("spin_props")
animation_initalized = true
elif animation_initalized:
anim_player.play()
armed = !armed
print("Drone armed")
elif armed:
anim_player.pause()
armed = !armed
print("Drone disarmed")
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func _start_flip_over_timer():
if flip_over_timer.time_left > 0:
pass
elif !can_flip:
flip_over_timer.start()
func _on_flip_over_timeout():
if flip_over_detection_ray.is_colliding() and flip_over_detection_ray.get_collider().is_in_group("Ground"):
can_flip = true
input_suggestion_label.text = "press A to flip drone"
input_suggestion_label.show()
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else:
input_suggestion_label.hide()
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func _handle_drone_flipping():
if flip_over_detection_ray.is_colliding() and flip_over_detection_ray.get_collider().is_in_group("Ground"):
global_rotation = Vector3.ZERO
input_suggestion_label.hide()
can_flip = false
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else:
input_suggestion_label.hide()
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func _physics_process(_delta): # Still needed for other physics
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if flip_over_detection_ray.is_colliding() and flip_over_detection_ray.get_collider().is_in_group("Ground"):
_start_flip_over_timer()
if Input.is_action_just_pressed("accept") and can_flip:
_handle_drone_flipping()
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func _input(event):
if Input.is_action_just_pressed("reset_drone"):
global_position = reset_point.global_position
global_rotation = Vector3.ZERO
linear_velocity = Vector3.ZERO
angular_velocity = Vector3.ZERO
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func _integrate_forces(state):
if armed and GameManager.game_started:
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var yaw_input = Input.get_axis("yaw_right", "yaw_left")
var roll_input = Input.get_axis("roll_right", "roll_left")
var pitch_input = Input.get_axis("pitch_backward", "pitch_forward")
var throttle_input = Input.get_axis("throttle_down", "throttle_up")
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if using_joy_controller:
if throttle_input > 0:
throttle_speed = throttle_input * 100
apply_central_force(global_transform.basis.y * throttle_speed * thrust_factor)
linear_velocity.x = clampf(linear_velocity.x, -max_speed, max_speed)
linear_velocity.y = clampf(linear_velocity.y, -100.0, max_speed)
linear_velocity.z = clampf(linear_velocity.z, -max_speed, max_speed)
# Speed scale adjusted for animation
anim_player.speed_scale = throttle_input * 4
anim_player.speed_scale = clampf(anim_player.speed_scale, 1.0, 4.0)
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if yaw_input != 0:
rotate_object_local(Vector3.UP, yaw_input * rotation_speed) # Y axis rotation
if roll_input != 0:
rotate_object_local(Vector3.FORWARD, roll_input * rotation_speed) # Z axis rotation
if pitch_input != 0:
rotate_object_local(Vector3.RIGHT, pitch_input * rotation_speed) # X axis rotation
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# Damping
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if yaw_input == 0:
state.angular_velocity.y = lerp(state.angular_velocity.y, 0.0, 0.05)
if roll_input == 0:
state.angular_velocity.z = lerp(state.angular_velocity.z, 0.0, 0.05)
if pitch_input == 0:
state.angular_velocity.x = lerp(state.angular_velocity.x, 0.0, 0.05)