player controller logic

This commit is contained in:
bee
2026-07-07 11:53:39 +02:00
parent b4f6dda29b
commit a40d0bfdd3
10 changed files with 93 additions and 25 deletions
+3 -12
View File
@@ -1,27 +1,19 @@
class_name Boat
extends FloatingBody
## All force values are per-kilogram (they get multiplied by mass), so the
## boat handles the same if you change its mass later.
## All values multiplied by mass, handling the same regardless of it
@export var engine_power := 12.0 # forward thrust, m/s² at full throttle
@export var reverse_ratio := 0.4 # reverse is weaker, like a real prop
@export var throttle_response := 1.5 # how fast the engine spools up/down
@export var rudder_strength := 2.5 # turning torque at speed
@export var keel_grip := 3.0 # resistance to sliding sideways
var desired_throttle := 0.0
var desired_throttle := 0.0 # move_toward target for actual throttle
var steer_input := 0.0
var throttle := 0.0
func _physics_process(delta: float) -> void:
super(delta)
if Input.is_action_pressed("throttle_increase"):
desired_throttle = move_toward(desired_throttle, 1, 0.005)
elif Input.is_action_pressed("throttle_decrease"):
desired_throttle = move_toward(desired_throttle, -1, 0.006)
elif Input.is_action_pressed("throttle_stop"):
desired_throttle = 0.0
throttle = move_toward(throttle, desired_throttle, throttle_response * delta)
@@ -38,7 +30,6 @@ func _physics_process(delta: float) -> void:
apply_central_force(forward * throttle * power * mass * submerged_ratio)
# --- rudder: only bites when water flows past it ---
var steer_input := Input.get_axis("rudder_right", "rudder_left")
var forward_speed := linear_velocity.dot(forward)
var rudder_bite := clampf(forward_speed / 3.0, -1.0, 1.0)
apply_torque(Vector3.UP * steer_input * rudder_strength * rudder_bite * mass * submerged_ratio)