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- extends RigidBody
- const Z_FRONT = -1 #in this game the front side is towards negative Z
- const THRUST_Z = 2000
- const THRUST_TURN = 3200
- #onready var leftEngineParticles = $ParticlesLeftEngine
- #onready var rightEngineParticles = $ParticlesRightEngine
- #var wasThrust = false #particles enabled?
- # damping: see linear and angular damping parameters
- func _physics_process(_delta):
- if Input.is_action_pressed("ui_accept"):
- add_central_force(transform.basis.z * Z_FRONT * THRUST_Z)
- # if !wasThrust:
- # wasThrust = true
- # leftEngineParticles.emitting=true
- # rightEngineParticles.emitting=true
- # else:
- # if wasThrust:
- # wasThrust=false
- # leftEngineParticles.emitting=false
- # rightEngineParticles.emitting=false
- if Input.is_action_pressed("ui_down"): #dive up
- add_torque(global_transform.basis.x * -THRUST_TURN * Z_FRONT)
- if Input.is_action_pressed("ui_up"): #dive down
- add_torque(global_transform.basis.x * THRUST_TURN * Z_FRONT)
- if Input.is_action_pressed("ui_left"):
- add_torque(global_transform.basis.z * -THRUST_TURN * Z_FRONT)
- if Input.is_action_pressed("ui_right"):
- add_torque(global_transform.basis.z * THRUST_TURN * Z_FRONT)
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