Files
boatgame/scripts/boat.gd
T
2026-07-07 10:01:56 +02:00

52 lines
1.9 KiB
GDScript

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.
@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 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)
if submerged_ratio <= 0.0:
return # airborne: no thrust, no rudder, no keel
# boat's forward direction, flattened onto the water plane
var forward := -global_basis.z
forward.y = 0.0
forward = forward.normalized()
# --- engine ---
var power := engine_power * (reverse_ratio if throttle < 0.0 else 1.0)
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)
# --- keel: kill sideways sliding ---
var right := global_basis.x
right.y = 0.0
right = right.normalized()
var lateral_speed := linear_velocity.dot(right)
apply_central_force(-right * lateral_speed * keel_grip * mass * submerged_ratio)