Added shooter ship

This commit is contained in:
2ndbeam 2024-05-13 21:04:36 +03:00
commit ab3ac4af66
10 changed files with 232 additions and 4 deletions

View file

@ -37,6 +37,7 @@ func process(_delta):
# checking if need to apply torque
destination_degrees = rad_to_deg(ship.global_position.angle_to_point(target.global_position))
current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
if abs(current_destination_difference) > destination_difference:
ship.engine.rotation_axis = clamp(current_destination_difference / 360 + 0.5 * sign(current_destination_difference), -1.0, 1.0)
else:
@ -44,6 +45,7 @@ func process(_delta):
ship.hull.apply_central_force(Vector2.from_angle(ship.hull.rotation) * additional_stab_force)
# making ship always accelerate
ship.engine.acceleration_axis = 1.0
var distance_to_target = ship.global_position.distance_to(target.global_position)
if distance_to_target > target_loss_distance:
get_parent().transit("WanderingState")

View file

@ -43,6 +43,7 @@ func enter(_message):
func process(_delta):
# checking if need to apply torque
current_destination_difference = destination_degrees - ship.hull.global_rotation_degrees
if abs(current_destination_difference) > destination_difference:
ship.engine.rotation_axis = clamp(current_destination_difference / 360 + 0.5 * sign(current_destination_difference), -1.0, 1.0)
else: