mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-11 00:14:00 +00:00
feat(feedback): add responsive camera and impacts
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@@ -18,6 +18,7 @@ class_name HUDController
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@onready var result_panel = get_node_or_null("Control/ResultOverlay/Center/ResultPanel")
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@onready var result_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/ResultLabel")
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@onready var final_score_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/FinalScoreLabel")
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@onready var impact_flash = get_node_or_null("Control/ImpactFlash")
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@onready var heading_tape: HudHeadingTape = get_node_or_null("Control/Instruments/HeadingTape")
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@onready var attitude_indicator: HudAttitudeIndicator = get_node_or_null("Control/Instruments/Cluster/Dials/AttitudeIndicator")
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@@ -28,6 +29,7 @@ class_name HUDController
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var ship: Node
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var _last_score := {0: 0, 1: 0}
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var _impact_flash_tween: Tween
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func _ready():
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# Wait one frame to ensure ship is ready and added to group
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@@ -170,6 +172,18 @@ func _flash_score_label(label: Label) -> void:
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tween.tween_property(label, "scale", Vector2(1.4, 1.4), 0.1)
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tween.tween_property(label, "scale", Vector2(1.0, 1.0), 0.2)
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func flash_impact(intensity: float) -> void:
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if not impact_flash or not is_instance_valid(impact_flash):
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return
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if _impact_flash_tween and _impact_flash_tween.is_valid():
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_impact_flash_tween.kill()
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impact_flash.color = Color(0.72, 0.9, 1.0, lerpf(0.06, 0.24, intensity))
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impact_flash.visible = true
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_impact_flash_tween = create_tween()
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_impact_flash_tween.tween_property(impact_flash, "color:a", 0.0, lerpf(0.08, 0.18, intensity))
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_impact_flash_tween.tween_callback(func(): impact_flash.visible = false)
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func _on_overtime_started():
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if timer_label and is_instance_valid(timer_label):
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timer_label.text = "OT"
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@@ -17,6 +17,9 @@ var hud: HUDController
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var ball: RigidBody3D
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var ships: Array[Ship] = []
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var _ship_spawn_transforms := {}
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var _hit_stop_generation := 0
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var _hit_stop_active := false
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var _time_scale_before_hit_stop := 1.0
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# Shared by modes that keep score (Match, Spectate); Free Play never
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# references this or emits a score_changed signal, and HUDController relies
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@@ -102,6 +105,7 @@ func spawn_camera_rig(target: Ship) -> ShipCameraRig:
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var rig: ShipCameraRig = CAMERA_RIG_SCENE.instantiate()
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add_child(rig)
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rig.target = target
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rig.impact_feedback.connect(_on_player_impact)
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# Also wires the scene's static HUD (if any) to the same ship, rather
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# than letting it guess via the "ship" group.
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if hud:
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@@ -109,6 +113,40 @@ func spawn_camera_rig(target: Ship) -> ShipCameraRig:
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return rig
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func _on_player_impact(intensity: float) -> void:
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if hud:
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hud.flash_impact(intensity)
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_run_hit_stop(intensity)
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func _run_hit_stop(intensity: float) -> void:
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_hit_stop_generation += 1
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var generation := _hit_stop_generation
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if not _hit_stop_active:
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_time_scale_before_hit_stop = Engine.time_scale
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_hit_stop_active = true
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Engine.time_scale = minf(
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Engine.time_scale, lerpf(0.22, 0.06, clampf(intensity, 0.0, 1.0))
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)
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await get_tree().create_timer(
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lerpf(0.025, 0.065, clampf(intensity, 0.0, 1.0)), true, false, true
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).timeout
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if generation == _hit_stop_generation:
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_restore_hit_stop()
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func _restore_hit_stop() -> void:
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if not _hit_stop_active:
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return
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Engine.time_scale = _time_scale_before_hit_stop
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_hit_stop_active = false
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func _exit_tree() -> void:
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# A scene change during the unscaled timer must never strand global time.
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_restore_hit_stop()
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# Given an already-resolved (path, reaction_ticks, action_noise) — callers
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# apply their own GameSettings-override logic first, which differs between
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# modes (Match lets GameSettings override all three fields, Spectate only
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@@ -326,6 +326,14 @@ func _update_movement_vfx() -> void:
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_engine_cores[i].scale = Vector3.ONE * (0.8 + thrust * 0.3 + (0.25 if turbo else 0.0))
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func get_speed_ratio() -> float:
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return clampf(linear_velocity.length() / maxf(max_speed, 0.001), 0.0, 1.0)
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func is_turbo_active() -> bool:
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return _current_action.turbo and _current_action.thrust.z > 0.05
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func _on_body_entered(body: Node) -> void:
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if not body is Ball:
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return
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@@ -7,6 +7,7 @@ extends Node3D
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# themselves are camera-free (a headless/AI ship never needs one).
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signal camera_mode_changed(is_ball_cam: bool)
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signal impact_feedback(intensity: float)
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@export var camera_distance := 8.0
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@export var camera_height := 3.0
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@@ -14,8 +15,24 @@ signal camera_mode_changed(is_ball_cam: bool)
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@export var orbit_smoothing := 6.0 # How fast the camera swings around the ship in ball cam
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@export var look_smoothing := 20.0 # How fast the camera re-centres its look target
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@export var min_camera_height := 1.0 # Keeps the camera from dipping through the arena floor
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@export_group("Speed Feel")
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@export var base_fov := 70.0
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@export var speed_fov_add := 11.0
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@export var turbo_fov_kick := 7.0
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@export var turbo_distance_kick := 0.9
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@export var feel_smoothing := 7.0
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@export_group("Impact Shake")
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@export var max_shake_offset := 0.32
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@export var shake_decay := 8.0
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var target: Ship
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var target: Ship:
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set(value):
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if target == value:
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return
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if is_instance_valid(target) and target.ball_contact.is_connected(_on_target_ball_contact):
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target.ball_contact.disconnect(_on_target_ball_contact)
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target = value
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_connect_target()
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var ball_cam_enabled := true
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@onready var camera: Camera3D = $Camera3D
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@@ -25,11 +42,34 @@ var _ball: Node3D
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# this so the camera swings smoothly around the ship instead of chasing a
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# raw position (which whips when ball and ship are close together).
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var _orbit_dir := Vector3.BACK
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var _turbo_blend := 0.0
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var _effective_distance := 8.0
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var _shake_strength := 0.0
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var _shake_noise := FastNoiseLite.new()
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var _shake_time := 0.0
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var _last_shake_offset := Vector3.ZERO
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func _ready():
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# Group lets the HUD discover the rig for the camera-mode instrument
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add_to_group("ship_camera")
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camera.fov = base_fov
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_effective_distance = camera_distance
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_shake_noise.noise_type = FastNoiseLite.TYPE_SIMPLEX_SMOOTH
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_shake_noise.frequency = 2.5
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_connect_target()
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func _connect_target() -> void:
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if not is_inside_tree() or not is_instance_valid(target):
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return
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if not target.ball_contact.is_connected(_on_target_ball_contact):
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target.ball_contact.connect(_on_target_ball_contact)
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func _exit_tree() -> void:
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if is_instance_valid(target) and target.ball_contact.is_connected(_on_target_ball_contact):
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target.ball_contact.disconnect(_on_target_ball_contact)
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func _input(event):
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@@ -39,8 +79,14 @@ func _input(event):
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func _physics_process(delta):
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# Camera position smoothing operates on the unshaken chase position. Remove
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# last frame's presentation-only offset first so shake never accumulates or
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# exceeds its configured amplitude during a low-time-scale hit-stop.
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camera.global_position -= _last_shake_offset
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_last_shake_offset = Vector3.ZERO
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if not is_instance_valid(target):
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return
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_update_speed_feel(delta)
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var ball := _get_ball()
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if ball_cam_enabled and ball:
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_update_ball_cam(delta, ball)
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@@ -77,11 +123,12 @@ func _update_ball_cam(delta, ball: Node3D):
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var swing := _orbit_dir.signed_angle_to(flat.normalized(), Vector3.UP)
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_orbit_dir = _orbit_dir.rotated(Vector3.UP, swing * t).normalized()
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var camera_target_pos := ship_pos + _orbit_dir * camera_distance + Vector3.UP * camera_height
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var camera_target_pos := ship_pos + _orbit_dir * _effective_distance + Vector3.UP * camera_height
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camera_target_pos.y = maxf(camera_target_pos.y, min_camera_height)
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var pos_t := 1.0 - exp(-camera_smoothing * delta)
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camera.global_position = camera.global_position.lerp(camera_target_pos, pos_t)
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_apply_shake(delta)
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# Look slightly above the ball's centre; look smoothing is faster than
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# position smoothing so the ball never drifts out of frame while the
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@@ -95,11 +142,12 @@ func _update_ship_cam(delta):
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var ship_forward: Vector3 = -target.global_transform.basis.z
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# Position camera behind and above the ship
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var camera_target_pos := ship_pos - ship_forward * camera_distance + Vector3.UP * camera_height
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var camera_target_pos := ship_pos - ship_forward * _effective_distance + Vector3.UP * camera_height
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camera_target_pos.y = maxf(camera_target_pos.y, min_camera_height)
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var pos_t := 1.0 - exp(-camera_smoothing * delta)
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camera.global_position = camera.global_position.lerp(camera_target_pos, pos_t)
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_apply_shake(delta)
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# Look ahead of the ship
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_smooth_look_at(ship_pos + ship_forward * 10.0, delta)
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@@ -115,3 +163,39 @@ func _smooth_look_at(point: Vector3, delta: float) -> void:
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var look_basis := Basis.looking_at(dir, Vector3.UP)
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var look_t := 1.0 - exp(-look_smoothing * delta)
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camera.global_basis = camera.global_basis.slerp(look_basis, look_t).orthonormalized()
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func _update_speed_feel(delta: float) -> void:
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var feel_t := 1.0 - exp(-feel_smoothing * delta)
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var turbo_target := 1.0 if target.is_turbo_active() else 0.0
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_turbo_blend = lerpf(_turbo_blend, turbo_target, feel_t)
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var target_fov := base_fov + target.get_speed_ratio() * speed_fov_add + _turbo_blend * turbo_fov_kick
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camera.fov = lerpf(camera.fov, target_fov, feel_t)
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_effective_distance = lerpf(
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_effective_distance, camera_distance + _turbo_blend * turbo_distance_kick, feel_t
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)
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func _on_target_ball_contact(intensity: float, _world_position: Vector3) -> void:
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_shake_strength = maxf(_shake_strength, clampf(intensity, 0.0, 1.0))
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for device in Input.get_connected_joypads():
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Input.start_joy_vibration(
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device, lerpf(0.18, 0.65, intensity), lerpf(0.32, 1.0, intensity),
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lerpf(0.08, 0.2, intensity)
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)
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impact_feedback.emit(intensity)
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func _apply_shake(delta: float) -> void:
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if _shake_strength <= 0.001:
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_shake_strength = 0.0
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return
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_shake_time += delta * 60.0
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var amplitude := max_shake_offset * _shake_strength * _shake_strength
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var noise := Vector2(
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_shake_noise.get_noise_1d(_shake_time),
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_shake_noise.get_noise_1d(_shake_time + 100.0)
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).limit_length(1.0) * amplitude
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_last_shake_offset = camera.global_basis.x * noise.x + camera.global_basis.y * noise.y
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camera.global_position += _last_shake_offset
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_shake_strength = move_toward(_shake_strength, 0.0, shake_decay * delta)
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