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GrowlerFury/scripts/jet_variants/base_jet.gd
T

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class_name BaseJet extends Node
var CONFLICT_SIDE = Globals.FACTION.NEUTRAL
var HEALTH: int = 100
var YAW_SPEED: int = 50
var ROLL_SPEED: int = 100
var MIN_SPEED: int = 200
var MAX_SPEED: int = 2000
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var ACCELERATION: int = 15
var speed: float = float(MIN_SPEED)
func do_action(
action: String,
delta: float,
jet: Jet
) -> void:
var change_rate: float = deg_to_rad(1) * delta
match action:
"pull_up":
pull_up(change_rate, jet)
"push_down":
push_down(change_rate, jet)
"yaw_left":
yaw_left(change_rate, jet)
"yaw_right":
yaw_right(change_rate, jet)
"roll_left":
roll_left(change_rate, jet)
"roll_right":
roll_right(change_rate, jet)
"throttle_up":
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throttle_up(delta)
"throttle_down":
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throttle_down(delta)
_:
pass
func pull_up(change_rate: float, jet: Jet) -> void:
jet.rotate_object_local(Vector3.RIGHT, change_rate * MIN_SPEED)
func push_down(change_rate: float, jet: Jet) -> void:
jet.rotate_object_local(Vector3.LEFT, change_rate * MIN_SPEED)
func yaw_left(change_rate: float, jet: Jet) -> void:
jet.rotate_object_local(Vector3.UP, change_rate * YAW_SPEED)
func yaw_right(change_rate: float, jet: Jet) -> void:
jet.rotate_object_local(Vector3.DOWN, change_rate * YAW_SPEED)
func roll_left(change_rate: float, jet: Jet) -> void:
jet.rotate_object_local(Vector3.BACK, change_rate * ROLL_SPEED)
func roll_right(change_rate: float, jet: Jet) -> void:
jet.rotate_object_local(Vector3.FORWARD, change_rate * ROLL_SPEED)
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func throttle_up(delta: float) -> void:
speed = move_toward(speed, MAX_SPEED, ACCELERATION * delta)
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func throttle_down(delta: float) -> void:
speed = move_toward(speed, MIN_SPEED, ACCELERATION * delta)