Fix this damn navigation
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e0797412c6
commit
e02d1e4cc3
7 changed files with 108 additions and 45 deletions
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@ -7,7 +7,7 @@ func _physics_process(_delta):
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$Margin/Container/VelocityBox/HBoxContainer3/CurrentSpeed.text = speed_str
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var dir_str = str(round(rad2deg(scene.world.map.current_ship_direction))) + " deg"
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$Margin/Container/VelocityBox/HBoxContainer2/CurrentDirection.text = dir_str
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var current_position_str = Coordinates.as_string(scene.world.map.current_ship_position, true)
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var current_position_str = Coordinates.as_string(scene.world.map.current_ship_position + scene.world.map.current_ship_subpos, true)
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$Margin/Container/VelocityBox/HBoxContainer4/CurrentPosition.text = current_position_str
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var current_target_str = scene.world.map.current_ship_target
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if current_target_str == null:
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@ -7,7 +7,7 @@ class_name GameObjectEngine
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const LIGHT_STRENGTH_MULT = 0.002
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const MAX_ENERGY = 2
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const MAX_USAGE = 1
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const MAX_USAGE = 0.5
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enum Direction { LEFT, RIGHT, UP, DOWN }
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@ -17,10 +17,14 @@ onready var activationRange = $ActivationRange as ActivationRange
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onready var manager = $PowerManager as PowerManager
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export var strength = 1.0 setget set_strength
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export var max_force = 0.3
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var force = 0
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func _ready() -> void:
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if not Engine.editor_hint:
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activationRange.visible = true
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$Light2D.visible = true
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func set_direction(dir) -> void:
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direction = dir
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@ -49,7 +53,9 @@ func refresh_sprite() -> void:
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$ActivationRange.rotation = rot
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func _physics_process(delta: float) -> void:
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manager.power_usage = MAX_USAGE * strength
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if Engine.editor_hint:
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return
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manager.power_usage = max(1e-3, MAX_USAGE * strength)
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func _input_event(_viewport, event, _shape_idx):
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if Engine.editor_hint:
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@ -68,3 +74,11 @@ func serialize():
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func deserialize(data):
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set_direction(data["direction"])
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set_strength(data["strength"])
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func _power_status_changed(powered):
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if powered:
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force = max_force
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$Light2D.enabled = true
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else:
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force = 0
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$Light2D.enabled = false
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@ -26,6 +26,7 @@ region_enabled = true
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region_rect = Rect2( 0, 0, 96, 96 )
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[node name="Light2D" type="Light2D" parent="."]
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visible = false
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position = Vector2( 48, 48 )
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texture = ExtResource( 4 )
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offset = Vector2( 0, 50 )
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@ -42,3 +43,6 @@ shape = SubResource( 2 )
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[node name="PowerManager" type="Node" parent="."]
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script = ExtResource( 5 )
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power_usage = 1.0
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[connection signal="power_connected" from="PowerManager" to="." method="_power_status_changed" binds= [ true ]]
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[connection signal="power_disconnected" from="PowerManager" to="." method="_power_status_changed" binds= [ false ]]
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@ -1,8 +1,7 @@
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class_name UICommand
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enum CommandType {
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SetShipSpeed,
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SetShipDirection
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SetShipTarget
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}
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var cmd_type = null
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var cmd_args = []
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@ -15,7 +15,7 @@ func _ready() -> void:
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if netgame.hosting:
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world.load_map(netgame.get_current_map())
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world.map.current_ship_position = Vector2(randf() * 1e4, randf() * 1e4)
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world.map.current_ship_target = world.map.current_ship_position + Vector2(-3, 3)
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world.map.current_ship_target = null
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rpc("spawn_player", 1)
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else:
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world.load_map(GameWorld.Map.EMPTY)
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@ -55,10 +55,6 @@ remotesync func spawn_player(id):
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world.spawn_player(id, multiplayer.get_network_unique_id() == id)
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remotesync func process_command(cmd: UICommand):
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pass
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# match cmd.cmd_type:
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# UICommand.CommandType.SetShipSpeed:
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# world.map.ship_speed = cmd.cmd_args[0]
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# UICommand.CommandType.SetShipDirection:
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# world.map.ship_direction = cmd.cmd_args[0]
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match cmd.cmd_type:
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UICommand.CommandType.SetShipTarget:
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world.map.current_ship_target = cmd.cmd_args[0]
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105
Scenes/Map.gd
105
Scenes/Map.gd
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@ -7,25 +7,24 @@ var ship_direction = 0
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var ship_speed = 0
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var current_ship_position = Vector2.ZERO
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var current_ship_subpos = Vector2.ZERO
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var current_ship_target = Vector2.ZERO
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var current_ship_direction = 0
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var current_ship_speed = 0
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var current_ship_direction = 0.0
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var current_ship_speed = 0.0
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puppet var pup_ship_position = Vector2.ZERO
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puppet var pup_ship_subpos = Vector2.ZERO
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puppet var pup_ship_target = Vector2.ZERO
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puppet var pup_ship_direction = 0
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puppet var pup_ship_speed = 0
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puppet var pup_ship_direction = 0.0
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puppet var pup_ship_speed = 0.0
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const MAX_ACCELERATION = 0.03
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const DIRECTION_EASE = 0.4
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const EPSILON = 0.01
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const MAX_STEERING = 0.06
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const EPSILON = 1e-3
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const SCROLL_MULTIPLIER = 1e4
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const ENGINE_MULTIPLIER = 5000
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const MAX_SPEED = 0.2 # in Sectors/Second
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const SLOW_SPEED = 0.02
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const SLOW_SPEED_THRESHOLD = 0.2
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const NO_SPEED_THRESHOLD = 0.1
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const NO_SPEED_THRESHOLD = 0.01
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const ProbeElectricity = preload("res://Actors/Systems/Electricity/ElectricProbe.tscn")
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@ -42,7 +41,7 @@ func _ready():
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if Engine.editor_hint:
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return
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$editor.queue_free()
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set_unlit(false)
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set_unlit(true)
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if not is_network_master():
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return
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@ -60,18 +59,32 @@ func _process(delta: float):
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if Engine.editor_hint:
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return
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var current_speed_ratio = current_ship_speed / MAX_SPEED
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var current_speed_ratio = 0
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var engines = get_engine_count()
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var max_speed = get_max_speed()
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if engines > 0:
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current_speed_ratio = current_ship_speed / max_speed
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# Ease ship speed/direction changes
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if abs(ship_direction - current_ship_direction) < EPSILON:
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if abs(current_ship_direction) > PI*2:
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current_ship_direction -= PI*2 * sign(current_ship_direction)
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var direction_delta = ship_direction - current_ship_direction
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if direction_delta < 0:
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direction_delta += PI*2
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if direction_delta > PI:
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direction_delta -= PI*2
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if abs(direction_delta) < 1e-3:
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current_ship_direction = ship_direction
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else:
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current_ship_direction = lerp(current_ship_direction, ship_direction, delta * current_speed_ratio * DIRECTION_EASE)
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# Avoid stuttering by not turning until there's enough reason to
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if abs(direction_delta) > 0.1:
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current_ship_direction += MAX_STEERING * engines * delta * sign(direction_delta)
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var speed_delta = ship_speed - current_ship_speed
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if abs(speed_delta) < EPSILON:
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current_ship_speed = ship_speed
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else:
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current_ship_speed += MAX_ACCELERATION * max(0.1, 1-ease(current_speed_ratio, 0.6)) * delta * sign(speed_delta)
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current_ship_speed += MAX_ACCELERATION * max_speed * delta * sign(speed_delta)
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set_engine_strength(current_ship_speed * ENGINE_MULTIPLIER)
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$deepspace.rotation = -current_ship_direction-PI/2
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@ -81,27 +94,61 @@ func _physics_process(delta):
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if Engine.editor_hint:
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return
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if is_network_master():
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var distance = current_ship_position.distance_to(current_ship_target)
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if distance > NO_SPEED_THRESHOLD:
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ship_direction = current_ship_target.angle_to_point(current_ship_position)
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if distance < SLOW_SPEED_THRESHOLD:
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ship_speed = SLOW_SPEED
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elif current_ship_speed == 0 or distance / current_ship_speed > ease(current_ship_speed, 2.8)*4000:
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ship_speed = MAX_SPEED
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var adj_position = current_ship_position+current_ship_subpos
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if current_ship_target != null:
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var distance = adj_position.distance_to(current_ship_target)
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if distance > NO_SPEED_THRESHOLD:
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ship_direction = current_ship_target.angle_to_point(adj_position)
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var max_speed = get_max_speed()
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if max_speed > 0:
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var deceleration_time = current_ship_speed / (MAX_ACCELERATION * max_speed)
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if current_ship_speed * deceleration_time < distance:
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ship_speed = max_speed
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else:
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ship_speed = 0.0
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else:
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ship_speed = 0.0
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rset("pup_ship_direction", ship_direction)
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rset("pup_ship_speed", ship_speed)
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else:
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ship_speed = 0
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rset("pup_ship_direction", ship_direction)
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rset("pup_ship_speed", ship_speed)
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ship_speed = 0.0
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rset("pup_ship_speed", ship_speed)
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if current_ship_speed > EPSILON:
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var pos_delta = (Vector2.RIGHT * current_ship_speed * delta).rotated(current_ship_direction)
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current_ship_subpos += pos_delta
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if current_ship_subpos.x >= 1.0:
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var int_part = floor(current_ship_subpos.x)
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current_ship_position.x += int_part
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current_ship_subpos.x -= int_part
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if current_ship_subpos.y >= 1.0:
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var int_part = floor(current_ship_subpos.y)
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current_ship_position.y += int_part
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current_ship_subpos.y -= int_part
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rset("pup_ship_position", current_ship_position)
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rset("pup_ship_subpos", current_ship_subpos)
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else:
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ship_speed = 0
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ship_speed = 0.0
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rset("pup_ship_speed", ship_speed)
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if current_ship_speed > EPSILON:
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current_ship_position += (Vector2.RIGHT * current_ship_speed * delta).rotated(current_ship_direction)
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rset("pup_ship_position", current_ship_position)
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else:
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ship_direction = pup_ship_direction
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ship_speed = pup_ship_speed
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current_ship_position = pup_ship_position
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current_ship_subpos = pup_ship_subpos
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func get_engine_count():
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var working_engines = 0
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for child in $engines.get_children():
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var engine = child as GameObjectEngine
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if engine.force > 0:
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working_engines += 1
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return working_engines
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func get_max_speed():
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var max_speed = 0
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for child in $engines.get_children():
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var engine = child as GameObjectEngine
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max_speed += engine.force
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return max_speed
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# Serialization / Deserialization
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@ -26,7 +26,7 @@ var last_pos = []
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func _physics_process(delta):
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radar_next_remaining -= delta
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if radar_next_remaining < 0:
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var current_position = scene.world.map.current_ship_position * 100
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var current_position = (scene.world.map.current_ship_position + scene.world.map.current_ship_subpos) * 100
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last_pos.append(current_position)
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if last_pos.size() > 20:
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last_pos.pop_front()
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@ -39,7 +39,7 @@ func _physics_process(delta):
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func _draw():
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var win_size = get_global_rect().size
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var current_position = scene.world.map.current_ship_position * 100
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var current_position = (scene.world.map.current_ship_position + scene.world.map.current_ship_subpos) * 100
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if set_position:
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origin = current_position - win_size/2.0
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last_origin = origin
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@ -68,6 +68,9 @@ func _draw():
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draw_circle(last_pos[pos_index] - origin, 2, Color(1, 0, 0, pos_index*1.0/point_count))
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draw_target(viewport, current_position, Color.red)
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# Debug directions:
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#draw_line(current_position - viewport.position, current_position - viewport.position + Vector2.RIGHT.rotated(scene.world.map.ship_direction) * 100, Color.green)
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#draw_line(current_position - viewport.position, current_position - viewport.position + Vector2.RIGHT.rotated(scene.world.map.current_ship_direction) * 100, Color.yellow)
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var current_target = scene.world.map.current_ship_target
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if current_target != null:
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