Files
CosmicClash/Game/scripts/ship.gd
T

139 lines
4.7 KiB
GDScript

class_name Ship
extends RigidBody3D
@export_group("Movement")
var max_speed = 15.0
var acceleration = 50.0
var air_resistance = 0.98
var turn_speed = 2.0
@export_group("Camera")
var camera_distance = 8.0
var camera_height = 4.0
var camera_smoothing = 10.0
@onready var camera : Camera3D = get_node("Camera3D")
@onready var ball = get_parent().get_node("Ball")
@onready var timer_label = get_node("HUD/Control/TimerLabel")
var ball_cam_enabled = true
func _ready():
var game_scene = get_parent()
if game_scene and game_scene.has_signal("timer_updated"):
game_scene.timer_updated.connect(_on_timer_updated)
print("Connected to game scene timer signal")
else:
print("Game scene not found or doesn't have timer_updated signal")
func _input(event):
if event.is_action_pressed("ui_accept"): # Enter key
ball_cam_enabled = !ball_cam_enabled
func _on_timer_updated(minutes: int, seconds: int):
timer_label.text = "%02d:%02d" % [minutes, seconds]
func _physics_process(delta):
if camera:
_update_camera(delta)
func _update_camera(delta):
if ball_cam_enabled and ball:
_update_ball_cam(delta)
else:
_update_ship_cam(delta)
func _update_ball_cam(delta):
# In ball cam, camera positions itself so the ship is between camera and ball
var ship_pos = global_transform.origin
var ball_pos = ball.global_transform.origin
# Calculate direction from ball to ship
var ball_to_ship = (ship_pos - ball_pos).normalized()
# Position camera behind the ship relative to the ball's position
# This ensures the ship is always between the camera and ball
var camera_target_pos = ship_pos + ball_to_ship * camera_distance + Vector3.UP * camera_height
# Smoothly move camera to target position
camera.global_transform.origin = camera.global_transform.origin.lerp(camera_target_pos, camera_smoothing * delta)
# Make camera look at the ball
if camera.global_transform.origin.distance_to(ball_pos) > 0.1:
# Calculate direction to ball
var camera_pos = camera.global_transform.origin
var to_ball = (ball_pos - camera_pos).normalized()
# Create look-at transform manually
var camera_transform = Transform3D()
camera_transform.origin = camera_pos
camera_transform.basis = Basis.looking_at(to_ball, Vector3.UP)
# Apply the rotation smoothly
camera.global_transform.basis = camera.global_transform.basis.slerp(camera_transform.basis, camera_smoothing * delta)
func _update_ship_cam(delta):
# In ship cam, camera follows and looks in the same direction as the ship
var ship_pos = global_transform.origin
var ship_forward = -global_transform.basis.z
# Position camera behind and above the ship
var camera_target_pos = ship_pos - ship_forward * camera_distance + Vector3.UP * camera_height
# Smoothly move camera
camera.global_transform.origin = camera.global_transform.origin.lerp(camera_target_pos, camera_smoothing * delta)
# Make camera look in the same direction as the ship
var look_target = ship_pos + ship_forward * 10.0 # Look ahead of the ship
camera.look_at(look_target, Vector3.UP)
func _integrate_forces(state):
# Get input in ship's local coordinate system
var input = get_ship_input()
# Apply forces based on ship's orientation
if input.length() > 0.01:
var ship_forward = -global_transform.basis.z
var ship_right = global_transform.basis.x
# Calculate movement direction based on ship orientation
var movement_dir = Vector3.ZERO
movement_dir += ship_forward * input.z # Forward/backward
movement_dir += ship_right * input.x # Left/right
movement_dir.y += input.y # Up/down
# Apply acceleration force
var target_velocity = movement_dir.normalized() * max_speed
var velocity_diff = target_velocity - state.linear_velocity
var force = velocity_diff * acceleration * mass
state.apply_central_force(force)
# Turn the ship to face movement direction (only if moving horizontally)
var horizontal_movement = Vector3(movement_dir.x, 0, movement_dir.z)
if horizontal_movement.length() > 0.1:
var target_transform = global_transform.looking_at(global_transform.origin + horizontal_movement, Vector3.UP)
state.transform.basis = state.transform.basis.slerp(target_transform.basis, turn_speed * state.step)
# Apply air resistance
state.linear_velocity *= air_resistance
func get_ship_input() -> Vector3:
var input = Vector3.ZERO
# Get input as if controlling a ship (forward/backward/left/right relative to ship)
if Input.is_action_pressed("move_forward"):
input.z += 1.0
if Input.is_action_pressed("move_backward"):
input.z -= 1.0
if Input.is_action_pressed("move_left"):
input.x -= 1.0
if Input.is_action_pressed("move_right"):
input.x += 1.0
if Input.is_action_pressed("move_up"):
input.y += 1.0
if Input.is_action_pressed("move_down"):
input.y -= 1.0
return input