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refactor(*): Restructure game into reusable Arena/GameMode architecture with controller-driven ships, adding Free Play and Match modes
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class_name ShipCameraRig
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extends Node3D
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# Third-person camera for a Ship. Ball Cam keeps the ship between the camera
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# and the ball; Ship Cam chases behind the ship. The game mode spawns this
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# rig and assigns `target` after spawning the player's ship — ships
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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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@export var camera_distance := 8.0
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@export var camera_height := 4.0
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@export var camera_smoothing := 10.0
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var target: Ship
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var ball_cam_enabled := true
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@onready var camera: Camera3D = $Camera3D
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var _ball: Node3D
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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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func _input(event):
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if event.is_action_pressed("ui_accept"): # Enter key
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ball_cam_enabled = !ball_cam_enabled
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camera_mode_changed.emit(ball_cam_enabled)
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func _physics_process(delta):
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if not is_instance_valid(target):
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return
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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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else:
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_update_ship_cam(delta)
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func _get_ball() -> Node3D:
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if not is_instance_valid(_ball):
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_ball = get_tree().get_first_node_in_group("ball")
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return _ball
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func _update_ball_cam(delta, ball: Node3D):
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# In ball cam, camera positions itself so the ship is between camera and ball
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# Physics: Vector mathematics for 3D positioning
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var ship_pos = target.global_transform.origin
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var ball_pos = ball.global_transform.origin
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# Calculate direction from ball to ship
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# Physics: Vector subtraction and normalization
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# Direction vector: d̂ = (P₂ - P₁) / |P₂ - P₁|
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var ball_to_ship = (ship_pos - ball_pos).normalized()
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# Position camera behind the ship relative to the ball's position
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# This ensures the ship is always between the camera and ball
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# Physics: Vector addition for position calculation
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# P_camera = P_ship + d̂ * distance + height_offset
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var camera_target_pos = ship_pos + ball_to_ship * camera_distance + Vector3.UP * camera_height
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# Smoothly move camera to target position
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# Physics: Linear interpolation (LERP) for smooth motion
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# P(t) = P₀ + t * (P₁ - P₀), where t ∈ [0,1]
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# This creates exponential approach to target position
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camera.global_transform.origin = camera.global_transform.origin.lerp(camera_target_pos, camera_smoothing * delta)
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# Make camera look at the ball
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if camera.global_transform.origin.distance_to(ball_pos) > 0.1:
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# Calculate direction to ball
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var camera_pos = camera.global_transform.origin
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var to_ball = (ball_pos - camera_pos).normalized()
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# Create look-at transform manually
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# Physics: 3D rotation matrices and basis vectors
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# Uses right-hand rule: forward = -Z, up = Y, right = X
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# Basis matrix transforms local coordinates to world coordinates
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var camera_transform = Transform3D()
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camera_transform.origin = camera_pos
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camera_transform.basis = Basis.looking_at(to_ball, Vector3.UP)
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# Apply the rotation smoothly
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# Physics: Spherical linear interpolation (SLERP) for rotation
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# SLERP provides smooth rotation along great circle on unit sphere
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# Maintains constant angular velocity during interpolation
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camera.global_transform.basis = camera.global_transform.basis.slerp(camera_transform.basis, camera_smoothing * delta)
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func _update_ship_cam(delta):
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# In ship cam, camera follows and looks in the same direction as the ship
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var ship_pos = target.global_transform.origin
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var ship_forward = -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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# Smoothly move camera
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camera.global_transform.origin = camera.global_transform.origin.lerp(camera_target_pos, camera_smoothing * delta)
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# Make camera look in the same direction as the ship
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var look_target = ship_pos + ship_forward * 10.0 # Look ahead of the ship
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camera.look_at(look_target, Vector3.UP)
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