Implement better throttle system

This commit is contained in:
2025-02-16 14:43:13 +05:30
parent 6fb1b648ec
commit 2519db2ced
6 changed files with 121 additions and 44 deletions

View File

@@ -10,20 +10,32 @@ ASpaceshipPawn::ASpaceshipPawn()
{
PrimaryActorTick.bCanEverTick = true;
// Create and setup the ship's mesh
// Create ship mesh
ShipMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("ShipMesh"));
RootComponent = ShipMesh;
ShipMesh->SetSimulatePhysics(false);
ShipMesh->SetEnableGravity(false);
// Create and setup the camera spring arm
// Create camera spring arm
CameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
CameraSpringArm->SetupAttachment(RootComponent);
CameraSpringArm->TargetArmLength = 400.0f;
CameraSpringArm->bEnableCameraLag = true;
CameraSpringArm->CameraLagSpeed = 3.0f;
CameraSpringArm->bEnableCameraRotationLag = true;
CameraSpringArm->CameraRotationLagSpeed = 10.0f;
// Create and setup the camera
// Create camera
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(CameraSpringArm, USpringArmComponent::SocketName);
// Initialize movement variables
CurrentThrust = 0.0f;
TargetThrust = 0.0f;
bThrottlePressed = false;
CurrentVelocity = FVector::ZeroVector;
CurrentRotation = GetActorQuat();
TargetRotation = GetActorRotation();
}
void ASpaceshipPawn::BeginPlay()
@@ -44,10 +56,42 @@ void ASpaceshipPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (!CurrentVelocity.IsZero())
// Handle thrust deceleration when not pressing throttle
if (!bThrottlePressed)
{
FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
SetActorLocation(NewLocation);
CurrentThrust = FMath::FInterpTo(CurrentThrust, 0.0f, DeltaTime, ThrustDeceleration);
}
else
{
CurrentThrust = FMath::FInterpTo(CurrentThrust, TargetThrust, DeltaTime, ThrustAcceleration);
}
// Calculate movement
FVector ThrustDirection = GetActorForwardVector();
FVector ThrustForce = ThrustDirection * CurrentThrust;
// Apply drag
FVector DragForce = -CurrentVelocity * DragCoefficient;
// Update velocity
CurrentVelocity += (ThrustForce + DragForce) * DeltaTime;
// Update position
FVector NewLocation = GetActorLocation() + (CurrentVelocity * DeltaTime);
SetActorLocation(NewLocation, true);
// Smooth rotation using quaternion interpolation
FQuat TargetQuat = TargetRotation.Quaternion();
CurrentRotation = FQuat::Slerp(CurrentRotation, TargetQuat, RotationSpeed * DeltaTime);
SetActorRotation(CurrentRotation);
// Debug info
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Yellow,
FString::Printf(TEXT("Thrust: %.2f"), CurrentThrust));
GEngine->AddOnScreenDebugMessage(-1, 0.0f, FColor::Green,
FString::Printf(TEXT("Velocity: %.2f"), CurrentVelocity.Size()));
}
}
@@ -57,45 +101,54 @@ void ASpaceshipPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputCompo
if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent))
{
// Binding the Movement action
EnhancedInputComponent->BindAction(MovementAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::Move);
// Bind both Hold and Released events for throttle
EnhancedInputComponent->BindAction(ThrottleAction, ETriggerEvent::Started, this, &ASpaceshipPawn::HandleThrottleStarted);
EnhancedInputComponent->BindAction(ThrottleAction, ETriggerEvent::Completed, this, &ASpaceshipPawn::HandleThrottleReleased);
// Binding the Look action
EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::Look);
// Bind mouse control
EnhancedInputComponent->BindAction(MouseControlAction, ETriggerEvent::Started, this, &ASpaceshipPawn::HandleMouseControl);
// Binding the Fire action
EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::Fire);
// Bind fire action
EnhancedInputComponent->BindAction(FireAction, ETriggerEvent::Triggered, this, &ASpaceshipPawn::HandleFire);
}
}
void ASpaceshipPawn::Move(const FInputActionValue& Value)
// Split the throttle handling into two functions
void ASpaceshipPawn::HandleThrottleStarted(const FInputActionValue& Value)
{
const FVector2D MovementVector = Value.Get<FVector2D>();
CurrentVelocity = FVector(
MovementVector.X * MovementSpeed,
MovementVector.Y * MovementSpeed,
0.0f
);
const float ThrottleValue = Value.Get<float>();
bThrottlePressed = true;
TargetThrust = ThrottleValue * MaxThrust;
}
void ASpaceshipPawn::Look(const FInputActionValue& Value)
void ASpaceshipPawn::HandleThrottleReleased(const FInputActionValue& Value)
{
const FVector2D LookAxisVector = Value.Get<FVector2D>();
// Yaw rotation (left/right)
AddActorLocalRotation(FRotator(0.0f, LookAxisVector.X * RotationSpeed * GetWorld()->GetDeltaSeconds(), 0.0f));
// Pitch rotation (up/down) for camera
float NewPitch = CameraSpringArm->GetRelativeRotation().Pitch +
LookAxisVector.Y * RotationSpeed * GetWorld()->GetDeltaSeconds();
NewPitch = FMath::Clamp(NewPitch, -80.0f, 80.0f);
CameraSpringArm->SetRelativeRotation(FRotator(NewPitch, 0.0f, 0.0f));
bThrottlePressed = false;
}
void ASpaceshipPawn::Fire(const FInputActionValue& Value)
void ASpaceshipPawn::HandleMouseControl(const FInputActionValue& Value)
{
const FVector2D MouseValue = Value.Get<FVector2D>();
// Get current rotation
FRotator CurrentRot = GetActorRotation();
// Calculate new rotation values
float NewPitch = CurrentRot.Pitch + (-MouseValue.Y * RotationSpeed * GetWorld()->GetDeltaSeconds());
float NewYaw = CurrentRot.Yaw + (MouseValue.X * RotationSpeed * GetWorld()->GetDeltaSeconds());
// Clamp pitch to prevent flipping
NewPitch = FMath::ClampAngle(NewPitch, -85.0f, 85.0f);
// Set target rotation
TargetRotation = FRotator(NewPitch, NewYaw, CurrentRot.Roll);
// Update camera spring arm rotation to match
CameraSpringArm->SetRelativeRotation(FRotator(NewPitch * 0.3f, 0.0f, 0.0f));
}
void ASpaceshipPawn::HandleFire(const FInputActionValue& Value)
{
// Implementation remains the same as before
UWorld* World = GetWorld();
if (World)
{
@@ -110,7 +163,7 @@ void ASpaceshipPawn::Fire(const FInputActionValue& Value)
SpawnParams.Owner = this;
SpawnParams.Instigator = GetInstigator();
ASpaceshipProjectile* Projectile = World->SpawnActor<ASpaceshipProjectile>(
World->SpawnActor<ASpaceshipProjectile>(
ASpaceshipProjectile::StaticClass(),
SpawnLocation,
SpawnRotation,

View File

@@ -18,6 +18,7 @@ public:
protected:
virtual void BeginPlay() override;
// Components
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Components")
class UStaticMeshComponent* ShipMesh;
@@ -32,25 +33,42 @@ protected:
class UInputMappingContext* DefaultMappingContext;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
class UInputAction* MovementAction;
class UInputAction* ThrottleAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
class UInputAction* LookAction;
class UInputAction* MouseControlAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
class UInputAction* FireAction;
// Movement Parameters
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float MovementSpeed = 1000.0f;
float MaxThrust = 2000.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float ThrustAcceleration = 500.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float ThrustDeceleration = 200.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float RotationSpeed = 100.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float DragCoefficient = 0.1f;
// Input functions
void Move(const FInputActionValue& Value);
void Look(const FInputActionValue& Value);
void Fire(const FInputActionValue& Value);
void HandleThrottleStarted(const FInputActionValue& Value);
void HandleThrottleReleased(const FInputActionValue& Value);
void HandleMouseControl(const FInputActionValue& Value);
void HandleFire(const FInputActionValue& Value);
private:
// Movement state
float CurrentThrust;
float TargetThrust;
bool bThrottlePressed;
FVector CurrentVelocity;
FRotator TargetRotation;
FQuat CurrentRotation;
};