Use frontal steering-wheel roll for Space Shooter movement.

Drop the interactive accel calibration and map left/right ship motion from absolute pod roll while held facing the player.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-09-26 13:46:34 +02:00
co-authored by Cursor
parent 54d42dade9
commit 130532c4c9
3 changed files with 32 additions and 151 deletions
+14 -2
View File
@@ -60,12 +60,24 @@ func _process(_delta: float) -> void:
_pod.basis = _pod.basis.slerp(_target_basis, SMOOTH)
## Lenkrad-Roll in Radiant (links positiv). 0 wenn liegend oder in der Deadzone.
static func steer_roll(accel: Vector3, deadzone_rad: float = deg_to_rad(12.0)) -> float:
if accel.length() < MIN_ACCEL_LEN:
return 0.0
var n := accel.normalized()
var face_t := clampf(1.0 - maxf(n.z, 0.0), 0.0, 1.0)
if face_t < 0.25:
return 0.0
var roll := atan2(-n.x, -n.y)
if absf(roll) <= deadzone_rad:
return 0.0
return signf(roll) * (absf(roll) - deadzone_rad) * face_t
func _basis_from_accel(accel: Vector3) -> Basis:
var n := accel.normalized()
# 0 = liegend (+Z), 1 = aufgerichtet / gedreht (wenig +Z)
var face_t := clampf(1.0 - maxf(n.z, 0.0), 0.0, 1.0)
var b := _basis_flat.slerp(_basis_facing, face_t)
# Lenkrad-Roll in der Sensor-XY-Ebene:
# facing (0,−1) → 0; links (−1,0) → +π/2; rechts (+1,0) → −π/2
var roll := atan2(-n.x, -n.y)
return Basis(Quaternion(Vector3.BACK, roll * face_t)) * b
+16 -93
View File
@@ -1,6 +1,6 @@
extends Node2D
enum GameState { SETUP, CALIBRATION, PLAYING }
enum GameState { SETUP, PLAYING }
enum PlayerSide { LEFT, RIGHT }
@@ -18,6 +18,8 @@ const MAX_SHIP_SPEED := 720.0
const SHIP_FRICTION := 0.88
const DEFAULT_SENSITIVITY := 12.0
const ACCEL_SMOOTH := 0.3
## Maps steer-roll radians onto the old accel scale for ship velocity.
const STEER_GAIN := 10000.0
const BULLET_SPEED := 900.0
const FIRE_INTERVAL := 0.14
@@ -51,19 +53,14 @@ const LASER_SCALE := 1.4
@onready var right_client_option: OptionButton = $UiLayer/SetupPanel/ClientGrid/RightClientOption
@onready var start_game_button: Button = $UiLayer/SetupPanel/StartGameButton
@onready var setup_hint_label: Label = $UiLayer/SetupPanel/SetupHintLabel
@onready var calibration_overlay: Control = $UiLayer/CalibrationOverlay
@onready var recalib_button: Button = $UiLayer/RecalibButton
var _socket := WebSocketPeer.new()
var _state := GameState.SETUP
var _available_clients: PackedInt32Array = PackedInt32Array()
var _left_client_id := 0
var _right_client_id := 0
var _calib_side := PlayerSide.LEFT
var _stream_client_ids: PackedInt32Array = PackedInt32Array()
var _calibrations: Array[AccelCalibration] = [AccelCalibration.new(), AccelCalibration.new()]
var _thresholds: Array[float] = [3000.0, 3000.0]
var _sensitivities: Array[float] = [DEFAULT_SENSITIVITY, DEFAULT_SENSITIVITY]
var _accel_filtered: Array[Vector3] = [Vector3.ZERO, Vector3.ZERO]
var _ship_x: Array[float] = [0.0, 0.0]
@@ -89,12 +86,9 @@ func _ready() -> void:
start_game_button.pressed.connect(_on_start_game_pressed)
left_client_option.item_selected.connect(_on_client_selection_changed)
right_client_option.item_selected.connect(_on_client_selection_changed)
recalib_button.pressed.connect(_restart_calibration)
calibration_overlay.calibration_finished.connect(_on_calibration_finished)
_hide_gameplay()
setup_panel.visible = true
recalib_button.visible = false
_state = GameState.SETUP
_init_visuals()
@@ -165,10 +159,6 @@ func _physics_process(delta: float) -> void:
match _state:
GameState.SETUP:
return
GameState.CALIBRATION:
if calibration_overlay.is_active():
calibration_overlay.feed_accel(_accel_for_side(_calib_side))
return
GameState.PLAYING:
_update_boost_state(delta)
_update_stars(delta)
@@ -259,44 +249,17 @@ func _on_client_selection_changed(_idx: int) -> void:
elif _left_client_id == _right_client_id:
setup_hint_label.text = "Links und rechts müssen verschiedene Pods sein."
else:
setup_hint_label.text = "Pod #%d spielt links · Pod #%d spielt rechts" % [_left_client_id, _right_client_id]
setup_hint_label.text = (
"Pod #%d links · Pod #%d rechts · frontal halten, Lenkrad drehen"
% [_left_client_id, _right_client_id]
)
func _on_start_game_pressed() -> void:
if _left_client_id <= 0 or _right_client_id <= 0 or _left_client_id == _right_client_id:
return
setup_panel.visible = false
_start_calibration(PlayerSide.LEFT)
func _start_calibration(side: PlayerSide) -> void:
_state = GameState.CALIBRATION
_calib_side = side
_hide_gameplay()
recalib_button.visible = false
var cid := _client_id_for_side(side)
calibration_overlay.set_context_label(
"Kalibrierung %s · Pod #%d\nZylinder senkrecht halten, dann links/rechts schwanken" % [
_side_name(side), cid
]
)
calibration_overlay.start()
_set_stream_for_calibration(cid)
if _socket.get_ready_state() == WebSocketPeer.STATE_OPEN:
calibration_overlay.notify_connected()
func _on_calibration_finished(calibration: AccelCalibration) -> void:
_calibrations[_calib_side] = calibration
_thresholds[_calib_side] = calibration.suggested_threshold
_sensitivities[_calib_side] = DEFAULT_SENSITIVITY
if _calib_side == PlayerSide.LEFT:
_start_calibration(PlayerSide.RIGHT)
else:
_begin_playing()
_begin_playing()
func _begin_playing() -> void:
@@ -312,33 +275,20 @@ func _begin_playing() -> void:
_boost_cooldown_left = [0.0, 0.0]
_boost_led_active = [false, false]
_led_update_timer = 0.0
_sensitivities = [DEFAULT_SENSITIVITY, DEFAULT_SENSITIVITY]
for side in [PlayerSide.LEFT, PlayerSide.RIGHT]:
_ship_x[side] = _side_play_rect(side).get_center().x
_show_gameplay()
recalib_button.visible = true
_enable_both_streams()
_update_score_labels()
status_label.text = (
"Pod #%d · %s · Schwelle %.0f | Pod #%d · %s · Schwelle %.0f"
% [
_left_client_id,
_calibrations[PlayerSide.LEFT].axis_name(),
_thresholds[PlayerSide.LEFT],
_right_client_id,
_calibrations[PlayerSide.RIGHT].axis_name(),
_thresholds[PlayerSide.RIGHT],
]
"Pod frontal halten · wie Lenkrad drehen · Tap = Boost (%ds)"
% int(BOOST_DURATION_SEC)
)
func _restart_calibration() -> void:
_clear_entities()
_hide_gameplay()
_start_calibration(PlayerSide.LEFT)
func _show_gameplay() -> void:
for ship in _ships:
ship.visible = true
@@ -359,14 +309,6 @@ func _clear_entities() -> void:
_bullets.clear()
func _set_stream_for_calibration(client_id: int) -> void:
_disable_all_streams()
_stream_client_ids = PackedInt32Array([client_id])
_send({"type": "set_input_stream", "client_id": client_id, "enable": true})
_send({"type": "set_tap_notify", "client_id": client_id, "single": false, "double_tap": false, "triple": false})
_send({"type": "set_stream", "enable": true, "interval_ms": STREAM_INTERVAL_MS})
func _enable_both_streams() -> void:
_disable_all_streams()
_stream_client_ids = PackedInt32Array([_left_client_id, _right_client_id])
@@ -752,14 +694,10 @@ func _update_stars(delta: float) -> void:
func _effective_accel(side: int) -> float:
var cal: AccelCalibration = _calibrations[side]
var raw := cal.project(_accel_for_side(side))
var centered := raw - cal.center
var threshold := _thresholds[side]
var abs_v := absf(centered)
if abs_v <= threshold:
return 0.0
return signf(centered) * (abs_v - threshold)
# Frontal halten, Lenkrad-Roll: links positiv → Schiff nach links (negativ).
var a := _accel_for_side(side)
var roll := OrientationGizmo.steer_roll(Vector3(a))
return -roll * STEER_GAIN
func _velocity_scale(side: int) -> float:
@@ -782,10 +720,6 @@ func _client_id_for_side(side: PlayerSide) -> int:
return _left_client_id if side == PlayerSide.LEFT else _right_client_id
func _side_name(side: PlayerSide) -> String:
return "links" if side == PlayerSide.LEFT else "rechts"
func _update_connection_status() -> void:
match _state:
GameState.SETUP:
@@ -796,22 +730,11 @@ func _update_connection_status() -> void:
status_label.text = "Verbinde…"
_:
status_label.text = "Getrennt – erneuter Verbindungsversuch…"
GameState.CALIBRATION:
match _socket.get_ready_state():
WebSocketPeer.STATE_OPEN:
status_label.text = "Kalibrierung %s · Pod #%d" % [
_side_name(_calib_side), _client_id_for_side(_calib_side)
]
calibration_overlay.notify_connected()
WebSocketPeer.STATE_CONNECTING:
status_label.text = "Kalibrierung – verbinde…"
_:
status_label.text = "Kalibrierung – keine Verbindung"
GameState.PLAYING:
match _socket.get_ready_state():
WebSocketPeer.STATE_OPEN:
status_label.text = (
"Tap/Doppel-Tap = Boost (%ds) · x2 Schaden · ♥×%d · Cooldown %ds"
"Frontal halten · Lenkrad drehen · Tap = Boost (%ds) · ♥×%d · CD %ds"
% [int(BOOST_DURATION_SEC), MAX_LIVES, int(BOOST_COOLDOWN_SEC)]
)
WebSocketPeer.STATE_CONNECTING: