Fixed acceleration not matching direction
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@@ -8,7 +8,9 @@ var YAW_SPEED: int = 50
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var ROLL_SPEED: int = 100
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var MIN_SPEED: int = 200
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var MAX_SPEED: int = 2000
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var ACCELERATION: int = 5
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var ACCELERATION: int = 15
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var speed: float = float(MIN_SPEED)
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func do_action(
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@@ -32,9 +34,9 @@ func do_action(
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"roll_right":
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roll_right(change_rate, jet)
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"throttle_up":
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throttle_up(delta, jet)
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throttle_up(delta)
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"throttle_down":
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throttle_down(delta, jet)
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throttle_down(delta)
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_:
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pass
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@@ -56,20 +58,8 @@ func roll_left(change_rate: float, jet: Jet) -> void:
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func roll_right(change_rate: float, jet: Jet) -> void:
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jet.rotate_object_local(Vector3.FORWARD, change_rate * ROLL_SPEED)
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func throttle_up(delta: float, jet: Jet) -> void:
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jet.velocity += (jet.transform.basis.z * -(delta * ACCELERATION))
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#clamp(
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#jet.velocity,
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#MIN_SPEED * Vector3.ONE,
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#MAX_SPEED * Vector3.ONE
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#)
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func throttle_up(delta: float) -> void:
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speed = move_toward(speed, MAX_SPEED, ACCELERATION * delta)
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jet.velocity = jet.velocity.limit_length(MAX_SPEED)
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func throttle_down(delta: float, jet: Jet) -> void:
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jet.velocity += (jet.transform.basis.z * (delta * ACCELERATION))
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clamp(
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jet.velocity,
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MIN_SPEED * Vector3.ONE,
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MAX_SPEED * Vector3.ONE
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)
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func throttle_down(delta: float) -> void:
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speed = move_toward(speed, MIN_SPEED, ACCELERATION * delta)
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