60 lines
1.7 KiB
GDScript
60 lines
1.7 KiB
GDScript
extends KinematicBody
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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_speed = 5.0
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var jump_accel = 300.0
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export(NodePath) var solar_system
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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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("ui_up"):
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move_velocity.z -= move_speed
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if Input.is_action_pressed("ui_down"):
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move_velocity.z += move_speed
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if Input.is_action_pressed("ui_left"):
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rotate(transform.basis.y, delta)
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if Input.is_action_pressed("ui_right"):
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rotate(transform.basis.y, -delta)
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# Make movement local
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move_velocity = transform.basis * move_velocity
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# Jumping
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if Input.is_action_just_pressed("ui_select"):
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move_acceleration.y += jump_accel
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# Gravity
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var gravity_acceleration = get_node(solar_system).get_gravitation_acceleration(transform.origin)
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velocity += (gravity_acceleration * 9.81 - gravity_acceleration * move_acceleration.y) * delta
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var movement = (move_velocity + velocity) * delta
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# Apply movement to position
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var collision = move_and_collide(movement)
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# Reset the velocity if the body is colliding
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if collision:
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velocity = Vector3.ZERO
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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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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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