91 lines
2.6 KiB
GDScript
91 lines
2.6 KiB
GDScript
extends KinematicBody
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const MAX_VEL = 500.0
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var acceleration := Vector3(0.0, -9.81, 0.0)
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var velocity := Vector3(0.0, 0.0, 0.0)
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var move_accel = 60.0
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var rotate_speed = 2.0
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var drag = 0.05
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# Jumping
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var jumping := false
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var on_ground := false
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var time_since_jump_start := 0.0
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var initial_jump_burst = 10.0
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var jump_exponent = 0.05
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export(NodePath) var solar_system
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func _input(event):
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if event.is_action_pressed("jump") and on_ground:
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on_ground = false
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jumping = true
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time_since_jump_start = 0.0
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elif event.is_action_released("jump"):
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jumping = false
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func apply_acceleration(acceleration):
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# First drag, then add the new acceleration
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velocity *= 1 - drag
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velocity += acceleration
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(delta):
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var move_velocity := Vector3.ZERO
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var move_acceleration := Vector3.ZERO
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# Movement and rotation
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if Input.is_action_pressed("move_up"):
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move_acceleration.z -= move_accel
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if Input.is_action_pressed("move_down"):
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move_acceleration.z += move_accel
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if Input.is_action_pressed("move_left"):
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rotate(transform.basis.y, delta * rotate_speed)
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if Input.is_action_pressed("move_right"):
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rotate(transform.basis.y, -delta * rotate_speed)
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# Make movement local
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move_acceleration = transform.basis * move_acceleration
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# Jumping and Gravity
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var gravity_acceleration = get_node(solar_system).get_gravitation_acceleration(transform.origin)
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apply_acceleration((move_acceleration + gravity_acceleration) * delta)
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# Handle jumping
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if jumping:
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var e_section = max(exp(log(initial_jump_burst - 1 / jump_exponent * time_since_jump_start)), 0.0000001)
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velocity += -gravity_acceleration.normalized() * e_section
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time_since_jump_start += delta
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# Apply movement to position
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# FIXME: move_and_slide might make more sense, but couldn't quite get that to work...
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#move_and_slide(velocity, -gravity_acceleration.normalized(), true)
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var collision = move_and_collide(velocity * delta)
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if collision and not jumping:
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on_ground = true
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# Clamp the velocity just to be save
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velocity.x = clamp(velocity.x, -MAX_VEL, MAX_VEL)
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velocity.y = clamp(velocity.y, -MAX_VEL, MAX_VEL)
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velocity.z = clamp(velocity.z, -MAX_VEL, MAX_VEL)
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# Rotate down vector to face center of gravity
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var down = gravity_acceleration
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var local_down = transform.basis * Vector3.DOWN
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var angle = local_down.angle_to(down)
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var axis = local_down.cross(down).normalized()
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print(velocity.y)
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if axis != Vector3.ZERO: # Happens if we're perfectly aligned already (local_down and down are equal)
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rotate(axis, angle)
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