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62 lines
3 KiB
GDScript
62 lines
3 KiB
GDScript
# This file is part of sunder.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as
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# published by the Free Software Foundation, either version 3 of the
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# License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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class_name Jetpack extends Node3D
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@export var input:InputSynchronizer
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@export var energy:Energy
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## The [param energy.value] drain rate per second, as a percentage of [param energy.max_value]
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@export_range(0,100, 1., "suffix:%") var drain_rate:float = 30
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## The stutter threshold of [param energy.value] at which the jetpack needs to charge to be used again,
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## as a percentage of [param energy.max_value]
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@export_range(0,100, 1., "suffix:%") var stutter_treshold:float = 15
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## This property indicates wether the [Jetpack] is stuttering
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@export var stuttering:bool = false
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@export_category("Thrust")
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# @NOTE: If a body want to accelerate upward on a high-gravity planet, say by 10 m/s²:
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# F = 80 * (19.6 + 10) = 80 * 29.6 = 2,368 N
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## The thrust vertical acceleration component, expressed in m/s²
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@export_range(0, 100, .01, "suffix:m/s²") var vertical_acceleration:float = 10
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# @NOTE: If a body want to accelerate horizontally, say by 15 m/s²:
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# F = 80 * 15 = 1200 N
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## The thrust horizontal acceleration component, expressed in m/s²
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@export_range(0, 100, .01, "suffix:m/s²") var horizontal_acceleration:float = 15
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@export_category("Effects")
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## An array of [GPUParticles3D] children
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@onready var emitters:Array = find_children("*", "GPUParticles3D")
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## Wether all [GPUParticles3D] children have their [member GPUParticles3D.emitting] property set
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@export var emitting:bool:
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get: return emitters.map(func(child:Node) -> bool: return child.emitting).max()
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set(value): emitters.map(func(child:Node) -> void: child.emitting = value)
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## Wether all [GPUParticles3D] children have their [member GPUParticles3D.one_shot] property set
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@export var one_shot:bool:
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get: return emitters.map(func(child:Node) -> bool: return child.one_shot).max()
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set(value): emitters.map(func(child:Node) -> void: child.one_shot = value)
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func _ready() -> void:
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assert(input and energy, "Jetpack requires 'input' and 'energy' properties to be assigned")
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func _process(delta: float) -> void:
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if stuttering:
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stuttering = energy.value <= stutter_treshold / 100. * energy.max_value
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elif input.jetting and energy.value <= 0:
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stuttering = true
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energy.charging = !input.jetting or stuttering
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if !energy.charging:
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energy.value -= drain_rate / 100. * energy.max_value * delta
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if input.jetting and energy.value > 0 and not stuttering:
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emitting = true
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