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76 lines
2.5 KiB
GDScript
76 lines
2.5 KiB
GDScript
class_name Ship
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extends RigidBody3D
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var speed = 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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func _physics_process(_delta):
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if ball and camera:
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# Adjust the offset based on your scene scale
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# Increasing Y component to raise the camera higher above the vehicle
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var offset = Vector3(0, 2, -2) # Adjust Y to change height
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# Position the camera behind and above the vehicle
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var behind_vehicle = global_transform.origin - global_transform.basis.z * offset.z
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behind_vehicle += global_transform.basis.y * offset.y
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camera.global_transform.origin = behind_vehicle
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camera.look_at(ball.global_transform.origin, Vector3.UP)
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func _integrate_forces(state):
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# input_vector represents the movement input relative to the vehicle
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var input_vector = get_input_vector()
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# Scale the input_vector by speed
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input_vector = input_vector.normalized() * speed
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# Set the linear velocity based on the input
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state.linear_velocity = input_vector
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# Rotate the ship to face the movement direction
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if input_vector.length() > 0.1: # Only rotate if there's significant movement
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var target_direction = input_vector.normalized()
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# Create a transform that looks in the target direction
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var look_transform = Transform3D()
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look_transform.origin = global_transform.origin
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look_transform = look_transform.looking_at(global_transform.origin + target_direction, Vector3.UP)
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# Apply the rotation to the ship
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state.transform.basis = look_transform.basis
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func get_input_vector() -> Vector3:
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var input_vector = Vector3.ZERO
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if camera:
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var camera_transform = camera.global_transform
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var forward_direction = -camera_transform.basis.z
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var right_direction = camera_transform.basis.x
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var y_movement = input_vector.y
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if Input.is_action_pressed("move_forward"):
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input_vector += forward_direction
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if Input.is_action_pressed("move_backward"):
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input_vector -= forward_direction
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if Input.is_action_pressed("move_left"):
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input_vector -= right_direction
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if Input.is_action_pressed("move_right"):
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input_vector += right_direction
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# Zero out the Y component to restrict movement to the XZ plane
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input_vector.y = 0
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# Add back the preserved Y movement
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input_vector.y = y_movement
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if Input.is_action_pressed("move_up"):
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input_vector.y += 1
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if Input.is_action_pressed("move_down"):
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input_vector.y -= 1
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return input_vector.normalized()
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else:
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print("Camera not found")
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return Vector3.ZERO
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