Done refactoring

This commit is contained in:
2ndbeam 2023-11-05 21:51:47 +03:00
commit 2176e9d798
88 changed files with 821 additions and 880 deletions

View file

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extends Node2D
class_name ShipEngine
@export var max_speed : float = 200
@export var max_turbo_speed : float = 300
@export var acceleration : float = 50
@export var fuel_consumption : float = 100
@export var rotation_speed : int = 90
@onready var ship = get_parent()
@onready var hull = $"../Hull"
var speed = 0
var min_speed = max_speed / -4
var turbo_enabled = false
var alternative_movement = false
var destination_angle : float
var destination_difference : float
func _physics_process(delta):
var turbo_input = Input.get_action_raw_strength("turbo")
var acceleration_input = Input.get_axis("deccelerate", "accelerate") if ship is MainShip else 1.0
var rotation_input = Input.get_axis("rotateleft","rotateright")
if destination_angle - ship.rotation_degrees == clamp(destination_angle - ship.rotation_degrees, -180, 180):
destination_difference = destination_angle - ship.rotation_degrees
else:
destination_difference = ship.rotation_degrees - destination_angle
if destination_difference != clamp(destination_difference, -1, 1):
ship.rotation_degrees += sign(destination_difference) * rotation_speed * delta
else:
ship.rotation_degrees = destination_angle
if alternative_movement:
destination_angle += rotation_input * rotation_speed * delta
if destination_angle > 180: destination_angle = -180
if destination_angle < -180: destination_angle = 180
if Vector2.ZERO.distance_to(global_position) >= 5800:
destination_angle = rad_to_deg(global_position.angle_to_point(Vector2.ZERO))
elif ship is MainShip:
destination_angle = rad_to_deg(ship.global_position.angle_to_point(get_global_mouse_position()))
turbo_enabled = clamp(turbo_input * hull.fuel, 0, 1) if ship is MainShip else (ship.state == "runaway" and hull.fuel > 0)
if !turbo_enabled:
speed = clamp(speed + acceleration_input * acceleration * delta, min_speed, max(max_speed, speed))
if speed > max_speed:
speed -= acceleration * delta if acceleration_input != -1 else 0
else:
if hull.fuel > 0:
speed = clamp(speed + acceleration * delta, min_speed, max_turbo_speed)
if speed > max_speed:
hull.fuel -= fuel_consumption * delta
if hull.fuel < 0:
hull.fuel = 0
ship.velocity = Vector2.from_angle(ship.rotation) * speed
ship.move_and_slide()
if Input.is_action_just_released("alternatemovement") and ship is MainShip:
alternative_movement = !alternative_movement