fixed y-wing turret laser trajectory. - Zerothelootrat
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@@ -49,6 +49,7 @@ func _physics_process(delta):
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fire_main_cannon()
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main_cannon = false
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mainCannonFire.start()
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aim_turret(delta)
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if target_ray.is_colliding and target_ray.get_collider() is player:
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@@ -69,19 +70,31 @@ func _physics_process(delta):
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#turret.rotate(current_rotation)
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#turret.rotation(atan2(target.x - turret_pos.x,target.y - turret_pos.y))
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var default_target : Vector2
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#figured out with loki, holy shit this was annoying
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func aim_turret(delta):
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var target : Vector2 = get_tree().current_scene.player.global_position
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var turret_pos = turret.global_position
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var target_rot = atan2(target.x - turret_pos.x, target.y - turret_pos.y)
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var target_pos = get_tree().current_scene.player.global_position
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var current_rotation = turret.rotation
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var player = get_tree().current_scene.player
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if is_instance_valid(player):
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var target = get_tree().current_scene.player.global_position
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var turret_pos = turret.global_position
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var target_rot = atan2(target.x - turret_pos.x, target.y - turret_pos.y)
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var target_pos = get_tree().current_scene.player.global_position
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var current_rotation = turret.rotation
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if target == null:
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firing_solution = 0
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if target == null:
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default_target.x = 0
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default_target.y = 0
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target = default_target
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var speed = 5 #in degrees, can adjust
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var direction = 1
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if target_rot < current_rotation: #may need to be "<"
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direction = -1
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var speed = 5 #in degrees, can adjust
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var direction = 1
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if target_rot < current_rotation: #may need to be "<"
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direction = -1
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#current_rotation += direction * speed * (PI/180) * delta
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#turret.look_at(target_pos)
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@@ -90,9 +103,9 @@ func aim_turret(delta):
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#current_rotation += current_rotation * 0.90 + target_rot * 0.10
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#turret.set_rotation(atan2(target.x - turret_pos.x,target.y - turret_pos.y))
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#turret.set_rotation(atan2(turret_pos.x - target.x, turret_pos.y - target_pos.y))
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turret.set_rotation(atan2(target.y - turret_pos.y, target.x - turret_pos.x)-90*(PI/180))
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firing_solution = atan2(target.y - turret_pos.y, target.x - turret_pos.x)-90*(PI/180)
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target_area = target_pos
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turret.set_rotation(atan2(target.y - turret_pos.y, target.x - turret_pos.x)-90*(PI/180))
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firing_solution = atan2(target.y - turret_pos.y, target.x - turret_pos.x)-90*(PI/180)
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target_area = target_pos
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func fire_turret(location,firing_solution,target_area):
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get_tree().current_scene.firey_wingturret(location,firing_solution,target_area)
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