Files
boatgame/scripts/player_controller.gd
T
2026-07-09 14:45:53 +02:00

81 lines
2.2 KiB
GDScript

class_name PlayerController
extends Node
@export var current_controlled : Boat:
set(value):
if current_controlled != null and current_controlled != value:
current_controlled.desired_throttle = 0.0
current_controlled.steer_input = 0.0
current_controlled.fire_intents.clear()
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
current_controlled.fire_intents[0] = Input.is_action_pressed("fire")
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed(&"debug_possess_next"):
_possess_next()
func _possess() -> void:
if camera_rig != null:
camera_rig.target = current_controlled
if world_manager != null:
world_manager.focus = current_controlled
if hud != null:
hud.boat = current_controlled
func _possess_next() -> void:
var boats := get_tree().get_nodes_in_group(&"boats")
if boats.is_empty():
current_controlled = null
return
var idx := boats.find(current_controlled)
current_controlled = boats[(idx + 1) % boats.size()]