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player.gd
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player.gd
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extends KinematicBody
var ye = load("res://yframework.gd").new()
var bullet = preload("res://bullet.tscn")
var main_weapon = load("res://weapon.gd").new()
var secondery_weapon = load("res://weapon.gd").new()
var flare_luncher = load("res://weapon.gd").new()
var ai_movement = load("res://ai_movement.gd").new()
var ai_combat = load("res://ai_combat.gd").new()
#how is the plane/ship controlled
var yinput_control = "keyboard"#"mouse" #or keyboard
#input response or ship manuverabilety and speed
export var max_speed_normal = 50
export var max_speed_boost = 60
export var acceleration = 2.3
export var pitch_speed = 1.5
export var roll_speed = 1.9
export var yaw_speed = 0.75
var max_speed_current = 50
var max_yaw = 70
var max_roll = 70
var input_response = 8.0
#guns
var dmg = 1
# boost
var boost_avail = 0.1
var boost_usage_rate = 0.5
var boost_regen_rate = 0.3
var shake_power = 0.03
#ship rotation and movment vars
var velocity = Vector3.ZERO
var forward_speed = 10
var pitch_input = 0
var roll_input = 0
var yaw_input = 0
onready var cam = $Camera
var team = 1
var targ
onready var trail = $trails.get_child(0)
# Called when the node enters the scene tree for the first time.
func _ready():
add_to_group("player")
main_weapon.that = self#pass this obj refrence to weapon
#main_weapon.weapon_name ="missile"
secondery_weapon.set_weapon_stats_by_name("dumb_missile")
secondery_weapon.that = self
flare_luncher.set_weapon_stats_by_name("flare")
flare_luncher.that = self
pass # Replace with function body.
func _process(delta):
point_to_target()
trail.trails_handle(self,forward_speed)
main_weapon.update(delta)
pass
func _physics_process(delta):
get_input(delta)
velocity = -transform.basis.z * forward_speed
move_and_collide(velocity * delta)
boost_handle(delta)
#end _physics_process
func get_input(delta):
#call input controll
if yinput_control =="mouse":
mouse_movement(delta)
if yinput_control =="keyboard":
keyboard_movment(delta)
#accelerate and decelerate
if Input.is_action_pressed("throttle_up"):
forward_speed = lerp(forward_speed, max_speed_current, acceleration * delta)
if Input.is_action_pressed("throttle_down"):
forward_speed = lerp(forward_speed, 0, acceleration * delta)
#forward_speed = lerp(forward_speed, -max_speed, acceleration * delta)
#compare target speed
if Input.is_action_pressed("match_speed") && is_instance_valid(targ):
forward_speed = targ.speed
if forward_speed > max_speed_normal:forward_speed = max_speed_normal
shot(delta)
# If camera toggle pressed once (to avoid repeat presses)
if Input.is_action_just_pressed("camera_toggle"):
if ($Camera_Ext.current):
$Camera_Pilot.current = true
else:
$Camera_Ext.current = true
if (Input.is_action_pressed("boost") && (boost_avail > 0)):
forward_speed = max_speed_boost
max_speed_current = max_speed_boost
boost_avail -= boost_usage_rate * delta
if boost_avail>0:
$Camera_Ext.add_trauma(shake_power)
$Camera_Pilot.add_trauma(shake_power)
else:
max_speed_current = max_speed_normal
#end get_input
func take_dmg(hit):
#remove bullet
hit.queue_free()
pass
#end take_dmg
func shot(delta):
#shot
if main_weapon.can_shot(delta,"fire"):
#shot all guns
for gun in $guns.get_children():
#create shot
main_weapon.make_bullet(gun)
pass
pass
#shot secondery
if secondery_weapon.can_shot(delta,"secondery_fire"):
#shot all guns
for gun in $guns2.get_children():
#create shot
secondery_weapon.make_bullet(gun)
pass
pass
if flare_luncher.can_shot(delta,"shot_flare"):
flare_luncher.make_bullet($flare_lunch_pos)
pass
pass
#end shot
func keyboard_movment(delta):
#get input
#turn ship up down
pitch_input = lerp(pitch_input,
Input.get_action_strength("pitch_down") - Input.get_action_strength("pitch_up"),
input_response * delta)
#turn ship left right
roll_input = lerp(roll_input,
Input.get_action_strength("roll_left") - Input.get_action_strength("roll_right"),
input_response * delta)
#do input
#pitch
transform.basis = transform.basis.rotated(ynormalize( transform.basis.x), pitch_input * pitch_speed * delta)
#roll
transform.basis = transform.basis.rotated( ynormalize(transform.basis.y), roll_input * roll_speed * delta)
pass
#end keyboard_movment
func mouse_movement(delta):
var mouse_speed = _get_mouse_speed()
var amount = abs(mouse_speed.x)
var direction = sign(mouse_speed.x)
#pitch
var mpitch_speed = pitch_speed*110 #mouse pitch
# rotation_degrees.x += mouse_speed.y * delta * mpitch_speed
#yaw
# rotation_degrees.y += mouse_speed.x * delta * mpitch_speed
#rotation_degrees.y = lerp(0, max_yaw, amount) * direction
#rotation_degrees.z = lerp(0, max_roll, amount) * direction
#limit vertical rotation
#if rotation_degrees.x>=90:rotation_degrees.x=90
#if rotation_degrees.x<=-90:rotation_degrees.x=-90
#print(rotation_degrees.x," ",rotation_degrees.y)
pass
#end mouse_movement
func point_to_target() :
var enemies = ai_combat.get_fighters(self)
if enemies.size()>0 :
$target2/tri.visible = true
$target2.look_at(enemies[0].global_transform.origin,Vector3.UP)
#set target
targ = enemies[0]
else:
$target2/tri.visible = false
#look at target
if targ && is_instance_valid(targ):
$target2.look_at(targ.global_transform.origin,Vector3.UP)
else:
$target2/tri.visible = false
pass #end point_to_target
func get_throttle(): return float(forward_speed / max_speed_normal * 100)
func boost_handle(delta):
# Clamp boost from 0 to 1
boost_avail = clamp(boost_avail, 0, 1)
# Regenerate boost over time
boost_avail += boost_regen_rate * delta
#end boost_handle
func _get_mouse_speed() -> Vector2:
var screen_center = get_viewport().size * 0.5
var displacment = screen_center - get_viewport().get_mouse_position()
displacment.x /= screen_center.x
displacment.y /= screen_center.y
#get_viewport().warp_mouse(get_viewport().size / 2.0)
return displacment
func ynormalize( vec:Vector3 ):
var newVec = vec.normalized()
if is_zero_approx(newVec.length()): #< 1:
newVec = Vector3.UP #or whatever is your default
return newVec