36 lines
918 B
GDScript
36 lines
918 B
GDScript
extends RigidBody
|
|
class_name BodyBase
|
|
|
|
|
|
export(int) var player_id
|
|
var ingame : bool = false
|
|
var ground : Spatial
|
|
var current_angle : float
|
|
|
|
|
|
func on_ingame():
|
|
ground = get_parent().get_node("Arena").get_node("ground")
|
|
ingame = true
|
|
axis_lock_linear_x = true
|
|
|
|
|
|
func _physics_process(delta):
|
|
if ingame:
|
|
current_angle = ((-transform.basis.z).angle_to(ground.transform.basis.y))
|
|
|
|
var rot_vector = (-transform.basis.z).cross(ground.transform.basis.y)
|
|
|
|
for body in get_colliding_bodies():
|
|
if body.name == "StaticBody":
|
|
if current_angle > 0.3:
|
|
apply_torque_impulse(rot_vector * current_angle * 7)
|
|
apply_impulse(transform.basis.xform(Vector3.ZERO), -(transform.basis.y) * 0.05)
|
|
elif current_angle > 0.05:
|
|
apply_torque_impulse(-(rot_vector * current_angle * 5))
|
|
else:
|
|
angular_velocity = Vector3.ZERO
|
|
|
|
for axis in angular_velocity:
|
|
if axis > 10:
|
|
axis -= axis * 0.75
|