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https://github.com/jcreek/CosmicClash.git
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139 lines
4.7 KiB
GDScript
139 lines
4.7 KiB
GDScript
class_name Ship
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extends RigidBody3D
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@export_group("Movement")
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var max_speed = 15.0
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var acceleration = 50.0
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var air_resistance = 0.98
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var turn_speed = 2.0
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@export_group("Camera")
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var camera_distance = 8.0
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var camera_height = 4.0
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var camera_smoothing = 10.0
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@onready var camera : Camera3D = get_node("Camera3D")
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@onready var ball = get_parent().get_node("Ball")
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@onready var timer_label = get_node("HUD/Control/TimerLabel")
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var ball_cam_enabled = true
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func _ready():
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var game_scene = get_parent()
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if game_scene and game_scene.has_signal("timer_updated"):
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game_scene.timer_updated.connect(_on_timer_updated)
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print("Connected to game scene timer signal")
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else:
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print("Game scene not found or doesn't have timer_updated signal")
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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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func _on_timer_updated(minutes: int, seconds: int):
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timer_label.text = "%02d:%02d" % [minutes, seconds]
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func _physics_process(delta):
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if camera:
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_update_camera(delta)
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func _update_camera(delta):
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if ball_cam_enabled and ball:
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_update_ball_cam(delta)
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else:
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_update_ship_cam(delta)
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func _update_ball_cam(delta):
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# In ball cam, camera positions itself so the ship is between camera and ball
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var ship_pos = 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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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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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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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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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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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 = global_transform.origin
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var ship_forward = -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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func _integrate_forces(state):
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# Get input in ship's local coordinate system
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var input = get_ship_input()
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# Apply forces based on ship's orientation
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if input.length() > 0.01:
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var ship_forward = -global_transform.basis.z
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var ship_right = global_transform.basis.x
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# Calculate movement direction based on ship orientation
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var movement_dir = Vector3.ZERO
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movement_dir += ship_forward * input.z # Forward/backward
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movement_dir += ship_right * input.x # Left/right
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movement_dir.y += input.y # Up/down
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# Apply acceleration force
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var target_velocity = movement_dir.normalized() * max_speed
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var velocity_diff = target_velocity - state.linear_velocity
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var force = velocity_diff * acceleration * mass
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state.apply_central_force(force)
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# Turn the ship to face movement direction (only if moving horizontally)
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var horizontal_movement = Vector3(movement_dir.x, 0, movement_dir.z)
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if horizontal_movement.length() > 0.1:
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var target_transform = global_transform.looking_at(global_transform.origin + horizontal_movement, Vector3.UP)
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state.transform.basis = state.transform.basis.slerp(target_transform.basis, turn_speed * state.step)
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# Apply air resistance
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state.linear_velocity *= air_resistance
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func get_ship_input() -> Vector3:
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var input = Vector3.ZERO
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# Get input as if controlling a ship (forward/backward/left/right relative to ship)
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if Input.is_action_pressed("move_forward"):
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input.z += 1.0
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if Input.is_action_pressed("move_backward"):
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input.z -= 1.0
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if Input.is_action_pressed("move_left"):
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input.x -= 1.0
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if Input.is_action_pressed("move_right"):
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input.x += 1.0
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if Input.is_action_pressed("move_up"):
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input.y += 1.0
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if Input.is_action_pressed("move_down"):
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input.y -= 1.0
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return input
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