Files
boatgame/scripts/boat.gd
T
2026-07-07 23:04:20 +02:00

59 lines
2.0 KiB
GDScript

class_name Boat
extends FloatingBody
## 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
@export var loadout: Dictionary[StringName, WeaponDef] = {}
var desired_throttle := 0.0 # move_toward target for actual throttle
var steer_input := 0.0
var throttle := 0.0 # current throttle state of ship
var _slots: Array[WeaponSlot] = []
func _ready() -> void:
super()
for child in get_children():
if child is WeaponSlot:
_slots.append(child)
var def: WeaponDef = loadout.get(child.name)
if def != null:
child.mount(def)
func _physics_process(delta: float) -> void:
super(delta)
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 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)
func fire_weapons() -> void:
for slot in _slots:
if slot.weapon != null:
slot.weapon.try_fire()