Improve fleets
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94994177bf
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3 changed files with 56 additions and 11 deletions
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@ -1,10 +1,39 @@
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class_name Ship
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class_name Ship
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extends Node2D
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extends Node2D
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const ACCELERATION = 100.
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const ROTATION_SPEED = 3.
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const MAX_SPEED = 100.
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@export var color: Color :
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@export var color: Color :
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set(value):
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set(value):
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color = value
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color = value
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_update_color(color)
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_update_color(color)
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@export var target_position: Vector2
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var velocity: Vector2
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func _process(delta: float) -> void:
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var target_velocity := (target_position - global_position).normalized() * MAX_SPEED
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var adjusted_target_velocity := target_velocity - velocity
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var acceleration := Vector2.ZERO if adjusted_target_velocity == Vector2.ZERO else adjusted_target_velocity.normalized() * ACCELERATION
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var decelerate_at_distance := velocity.length_squared() / (2. * ACCELERATION)
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var distance_squared := global_position.distance_squared_to(target_position)
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var slow_down := distance_squared < decelerate_at_distance*decelerate_at_distance
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if slow_down:
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acceleration = velocity.normalized() * -ACCELERATION
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velocity += acceleration * delta
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var speed_squared := velocity.length_squared()
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if speed_squared > MAX_SPEED*MAX_SPEED:
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velocity = velocity / sqrt(speed_squared) * MAX_SPEED
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global_position += velocity * delta
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rotation = rotate_toward(rotation, global_position.angle_to_point(target_position), min(1., delta) * ROTATION_SPEED)
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func _update_color(ship_color: Color) -> void:
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func _update_color(ship_color: Color) -> void:
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%LineTrail.material.set_shader_parameter('color', ship_color)
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%LineTrail.material.set_shader_parameter('color', ship_color)
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@ -1,6 +1,11 @@
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extends Node2D
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extends Node2D
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class_name ShipsFleet
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class_name ShipsFleet
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const RANK_SIZE = 7
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const RANKS_DISTANCE = 12.
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const SHOULDER_DISTANCE = 8.
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const DISPERSE_AT_DISTANCE = 100.
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@export var departed_at: int # Time.get_ticks_msec()
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@export var departed_at: int # Time.get_ticks_msec()
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@export var arrives_at: int # Time.get_ticks_msec()
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@export var arrives_at: int # Time.get_ticks_msec()
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@ -14,7 +19,7 @@ class_name ShipsFleet
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@export var count: int :
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@export var count: int :
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set(value):
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set(value):
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count = value
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count = value
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_update_instances_count()
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_update_ships_count()
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@export var trail: Trail
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@export var trail: Trail
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@ -32,24 +37,24 @@ func _exit_tree() -> void:
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#region Graphics
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#region Graphics
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var _instances: Array[Node2D] = []
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var _ships: Array[Ship] = []
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@export var ship_template: PackedScene
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@export var ship_template: PackedScene
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func _update_instances_count() -> void:
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func _update_ships_count() -> void:
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var diff = count - _instances.size()
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var diff = count - _ships.size()
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for i in range(diff):
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for i in range(diff):
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var j = float(1 + _instances.size())
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var ship: Ship = ship_template.instantiate()
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var ship: Ship = ship_template.instantiate()
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ship.color = player.color
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ship.color = player.color
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add_child(ship)
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add_child(ship)
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ship.position = Vector2.from_angle(j) * j * 2.
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ship.position = from
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ship.look_at(to - from)
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ship.rotation = randf_range(0, 2 * PI)
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_instances.push_back(ship)
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ship.velocity = randf_range(60., 120.) * Vector2.from_angle(ship.rotation)
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_ships.push_back(ship)
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for i in range(-diff):
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for i in range(-diff):
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var ship: Node2D = _instances.pop_back()
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var ship: Ship = _ships.pop_back()
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remove_child(ship)
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remove_child(ship)
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var _arrived := false
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var _arrived := false
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@ -58,7 +63,18 @@ func _update_position(tick: int) -> void:
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if not _arrived:
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if not _arrived:
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var clamped_tick := clampi(tick, departed_at, arrives_at)
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var clamped_tick := clampi(tick, departed_at, arrives_at)
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var progress := float(clamped_tick - departed_at) / float(arrives_at - departed_at)
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var progress := float(clamped_tick - departed_at) / float(arrives_at - departed_at)
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position = lerp(from, to, smoothstep(0., 1., progress))
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var fleet_position: Vector2 = lerp(from, to, clampf(progress, 0., 1.))
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var dispersiveness := clampf(sqrt(minf(fleet_position.distance_squared_to(from), fleet_position.distance_squared_to(to))) / DISPERSE_AT_DISTANCE, 0., 1.)
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var angle = from.angle_to_point(to)
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var ranks_count := ceili(float(_ships.size()) / RANK_SIZE)
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for i in range(_ships.size()):
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var rank := floori(float(i) / RANK_SIZE)
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var position_in_rank := i % RANK_SIZE
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var ships_in_rank := RANK_SIZE if rank != ranks_count - 1 else (_ships.size() - (ranks_count - 1) * RANK_SIZE)
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var assigned_position := Vector2(rank * -RANKS_DISTANCE - abs(position_in_rank - ships_in_rank / 2.) * 5., float(position_in_rank - (ships_in_rank - 1) * .5) * SHOULDER_DISTANCE)
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_ships[i].target_position = fleet_position + lerp(Vector2.ZERO, assigned_position.rotated(angle) + Vector2.from_angle(sin(i + tick / 10.)) * 2., dispersiveness)
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if tick >= arrives_at:
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if tick >= arrives_at:
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_arrived = true
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_arrived = true
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trail.show_trail = false
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trail.show_trail = false
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@ -1,4 +1,4 @@
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[gd_resource type="Resource" script_class="TemplateScenes" load_steps=5 format=3 uid="uid://cp0dudi0f5r62"]
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[gd_resource type="Resource" script_class="SceneTemplates" load_steps=5 format=3 uid="uid://cp0dudi0f5r62"]
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[ext_resource type="PackedScene" uid="uid://dq00mi6jwsa1f" path="res://scenes/control_planet/control_planet.tscn" id="1_3rbtf"]
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[ext_resource type="PackedScene" uid="uid://dq00mi6jwsa1f" path="res://scenes/control_planet/control_planet.tscn" id="1_3rbtf"]
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[ext_resource type="Script" path="res://scenes/templates/scene_templates.gd" id="1_yvn3m"]
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[ext_resource type="Script" path="res://scenes/templates/scene_templates.gd" id="1_yvn3m"]
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