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
+7
View File
@@ -0,0 +1,7 @@
TODO:
Controller/possession refactor (input out of Boat).
WeaponDef resource + WeaponSlot + one dumb gun that prints instead of shooting.
Projectile base (with group self-registration) + real firing.
Loadout-driven mounting.
Second boat scene to prove the whole seam.
+1 -1
View File
@@ -12,7 +12,7 @@ roughness = 0.9
[sub_resource type="BoxShape3D" id="BoxShape_crate"] [sub_resource type="BoxShape3D" id="BoxShape_crate"]
size = Vector3(1, 1, 5) size = Vector3(1, 1, 5)
[node name="PlayerBoat" type="RigidBody3D" unique_id=1387061778 groups=["shift_with_origin"]] [node name="Boat" type="RigidBody3D" unique_id=1387061778 groups=["shift_with_origin"]]
collision_layer = 2 collision_layer = 2
mass = 5.0 mass = 5.0
script = ExtResource("1_7h74f") script = ExtResource("1_7h74f")
+13 -8
View File
@@ -1,10 +1,11 @@
[gd_scene format=3 uid="uid://jven27ktracb"] [gd_scene format=3 uid="uid://jven27ktracb"]
[ext_resource type="PackedScene" uid="uid://c6n3dg530t8oc" path="res://ocean.tscn" id="1_lquwl"] [ext_resource type="PackedScene" uid="uid://c6n3dg530t8oc" path="res://ocean.tscn" id="1_lquwl"]
[ext_resource type="PackedScene" uid="uid://cieiwihia8t2w" path="res://player_boat.tscn" id="2_7mycd"] [ext_resource type="PackedScene" uid="uid://cieiwihia8t2w" path="res://boat.tscn" id="2_7mycd"]
[ext_resource type="Script" uid="uid://46jiwugeccqg" path="res://scripts/camera_rig.gd" id="4_1bvp3"] [ext_resource type="Script" uid="uid://46jiwugeccqg" path="res://scripts/camera_rig.gd" id="4_1bvp3"]
[ext_resource type="PackedScene" uid="uid://conoykdb1g38n" path="res://hud.tscn" id="4_272bh"] [ext_resource type="PackedScene" uid="uid://conoykdb1g38n" path="res://hud.tscn" id="4_272bh"]
[ext_resource type="Script" uid="uid://dpohf1tg5e2gs" path="res://scripts/world_manager.gd" id="6_7mycd"] [ext_resource type="Script" uid="uid://dpohf1tg5e2gs" path="res://scripts/world_manager.gd" id="6_7mycd"]
[ext_resource type="Script" uid="uid://bxk0exu40a25x" path="res://scripts/player_controller.gd" id="6_272bh"]
[sub_resource type="ProceduralSkyMaterial" id="SkyMaterial_1"] [sub_resource type="ProceduralSkyMaterial" id="SkyMaterial_1"]
sky_horizon_color = Color(0.66, 0.67, 0.68, 1) sky_horizon_color = Color(0.66, 0.67, 0.68, 1)
@@ -48,24 +49,28 @@ surface_material_override/0 = SubResource("Material_seabed")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Seabed" unique_id=111957760] [node name="CollisionShape3D" type="CollisionShape3D" parent="Seabed" unique_id=111957760]
shape = SubResource("BoxShape_seabed") shape = SubResource("BoxShape_seabed")
[node name="PlayerBoat" parent="." unique_id=1387061778 instance=ExtResource("2_7mycd")] [node name="Boat" parent="." unique_id=1387061778 instance=ExtResource("2_7mycd")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 3, 0)
[node name="CameraRig" type="Node3D" parent="." unique_id=2139913829 node_paths=PackedStringArray("target", "cam") groups=["shift_with_origin"]] [node name="CameraRig" type="Node3D" parent="." unique_id=2139913829 node_paths=PackedStringArray("cam") groups=["shift_with_origin"]]
transform = Transform3D(1, 0, 0, 0, 0.9396926, 0.34202012, 0, -0.34202012, 0.9396926, 0, 0, 0) transform = Transform3D(1, 0, 0, 0, 0.9396926, 0.34202012, 0, -0.34202012, 0.9396926, 0, 0, 0)
script = ExtResource("4_1bvp3") script = ExtResource("4_1bvp3")
target = NodePath("../PlayerBoat")
cam = NodePath("PlayerCamera") cam = NodePath("PlayerCamera")
[node name="PlayerCamera" type="Camera3D" parent="CameraRig" unique_id=553919400] [node name="PlayerCamera" type="Camera3D" parent="CameraRig" unique_id=553919400]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 8) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 8)
[node name="Hud" parent="." unique_id=167273188 node_paths=PackedStringArray("boat", "world") instance=ExtResource("4_272bh")] [node name="Hud" parent="." unique_id=167273188 node_paths=PackedStringArray("world") instance=ExtResource("4_272bh")]
boat = NodePath("../PlayerBoat")
world = NodePath("../WorldManager") world = NodePath("../WorldManager")
[node name="WorldManager" type="Node" parent="." unique_id=1879897241 node_paths=PackedStringArray("focus", "ocean")] [node name="WorldManager" type="Node" parent="." unique_id=1879897241 node_paths=PackedStringArray("ocean")]
script = ExtResource("6_7mycd") script = ExtResource("6_7mycd")
focus = NodePath("../PlayerBoat")
ocean = NodePath("../Ocean") ocean = NodePath("../Ocean")
shift_threshold = 50.0 shift_threshold = 50.0
[node name="PlayerController" type="Node" parent="." unique_id=2011077099 node_paths=PackedStringArray("current_controlled", "world_manager", "camera_rig", "hud")]
script = ExtResource("6_272bh")
current_controlled = NodePath("../Boat")
world_manager = NodePath("../WorldManager")
camera_rig = NodePath("../CameraRig")
hud = NodePath("../Hud")
+3 -12
View File
@@ -1,27 +1,19 @@
class_name Boat class_name Boat
extends FloatingBody extends FloatingBody
## All force values are per-kilogram (they get multiplied by mass), so the ## All values multiplied by mass, handling the same regardless of it
## boat handles the same if you change its mass later.
@export var engine_power := 12.0 # forward thrust, m/s² at full throttle @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 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 throttle_response := 1.5 # how fast the engine spools up/down
@export var rudder_strength := 2.5 # turning torque at speed @export var rudder_strength := 2.5 # turning torque at speed
@export var keel_grip := 3.0 # resistance to sliding sideways @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 var throttle := 0.0
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
super(delta) 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) 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) apply_central_force(forward * throttle * power * mass * submerged_ratio)
# --- rudder: only bites when water flows past it --- # --- 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 forward_speed := linear_velocity.dot(forward)
var rudder_bite := clampf(forward_speed / 3.0, -1.0, 1.0) 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) apply_torque(Vector3.UP * steer_input * rudder_strength * rudder_bite * mass * submerged_ratio)
+3 -1
View File
@@ -1,10 +1,12 @@
class_name CameraRig
extends Node3D extends Node3D
@export var target: Node3D
@export var sensitivity := 0.005 @export var sensitivity := 0.005
@export var follow_speed := 5.0 @export var follow_speed := 5.0
@export var cam: Camera3D @export var cam: Camera3D
var target: Node3D # Controlled by PlayerController
var _dragging := false var _dragging := false
+2 -1
View File
@@ -4,11 +4,12 @@ extends CanvasLayer
## The HUD's only inputs. Everything inside hud.tscn gets its references ## The HUD's only inputs. Everything inside hud.tscn gets its references
## from here -- nothing inside the scene reaches out on its own. ## from here -- nothing inside the scene reaches out on its own.
@export var boat: Boat: var boat: Boat: # Controlled by PlayerController TODO: Testing values, different label for different types
set(value): set(value):
boat = value boat = value
if is_node_ready(): if is_node_ready():
_distribute() _distribute()
@export var world: WorldManager: @export var world: WorldManager:
set(value): set(value):
world = value world = value
+58
View File
@@ -0,0 +1,58 @@
class_name PlayerController
extends Node
@export var current_controlled : Boat:
set(value):
current_controlled = value
if is_node_ready():
if current_controlled != null:
desired_throttle = current_controlled.throttle
_possess()
@export var world_manager : WorldManager:
set(value):
world_manager = value
if is_node_ready():
_possess()
@export var camera_rig : CameraRig:
set(value):
camera_rig = value
if is_node_ready():
_possess()
@export var hud : Hud:
set(value):
hud = value
if is_node_ready():
_possess()
@export var throttle_ramp := 0.5
var desired_throttle := 0.0
func _ready() -> void:
if current_controlled != null: # Only happens on intial loading if boat already moves
desired_throttle = current_controlled.throttle
_possess()
func _process(delta: float) -> void:
if current_controlled == null:
return
if Input.is_action_pressed("throttle_increase"):
desired_throttle = move_toward(desired_throttle, 1, throttle_ramp * delta)
elif Input.is_action_pressed("throttle_decrease"):
desired_throttle = move_toward(desired_throttle, -1, throttle_ramp * delta)
elif Input.is_action_pressed("throttle_stop"):
desired_throttle = 0.0
var steer_input := Input.get_axis("rudder_right", "rudder_left")
current_controlled.desired_throttle = desired_throttle
current_controlled.steer_input = steer_input
func _possess() -> void:
camera_rig.target = current_controlled
world_manager.focus = current_controlled
hud.boat = current_controlled
+1
View File
@@ -0,0 +1 @@
uid://bxk0exu40a25x
+3 -1
View File
@@ -14,11 +14,13 @@ func _process(_delta: float) -> void:
var speed := boat.linear_velocity.dot(forward.normalized()) var speed := boat.linear_velocity.dot(forward.normalized())
var pos := world.true_position(boat) var pos := world.true_position(boat)
text = "Throttle: %+.0f %% text = "Desired Throttle: %+.0f %%
Actual Throttle: %+.0f %%
Speed: %.1f m/s Speed: %.1f m/s
Submerged: %.0f %% Submerged: %.0f %%
Position: (%.0f, %.0f) Position: (%.0f, %.0f)
" % [ " % [
boat.desired_throttle * 100.0,
boat.throttle * 100.0, boat.throttle * 100.0,
speed, speed,
boat.submerged_ratio * 100.0, boat.submerged_ratio * 100.0,
+2 -1
View File
@@ -5,7 +5,6 @@ extends Node
## recenters scenery in the follow_focus group, and shifts the origin ## recenters scenery in the follow_focus group, and shifts the origin
## (teleporting the shift_with_origin group) before float precision degrades. ## (teleporting the shift_with_origin group) before float precision degrades.
@export var focus: Node3D # the boat
@export var ocean: Ocean @export var ocean: Ocean
## Distance from origin that triggers an origin shift. ## Distance from origin that triggers an origin shift.
@export var shift_threshold := 2048.0 @export var shift_threshold := 2048.0
@@ -16,6 +15,8 @@ extends Node
## True world position of the current local origin (grows over a long voyage). ## True world position of the current local origin (grows over a long voyage).
var origin_offset := Vector3.ZERO var origin_offset := Vector3.ZERO
var focus: Node3D # Controlled by PlayerController
func true_position(node: Node3D) -> Vector3: func true_position(node: Node3D) -> Vector3:
return node.global_position + origin_offset return node.global_position + origin_offset