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Boats: Properly use 'dtime' for consistent responsiveness

Previously, boat responsiveness varied greatly depending on server
lag and singleplayer / multiplayer.
'dtime' is the time from the last execution of the boat entity
'on step' function, so must multiply acceleration and yaw change.

Retune acceleration, turn rate and drift deceleration.

Make reversed turn only happen with significant backwards speed.
This commit is contained in:
Paramat 2018-07-07 21:00:31 +01:00 committed by GitHub
parent 7e1b07fddd
commit 5c8bd34957
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@ -141,26 +141,26 @@ function boat.on_step(self, dtime)
"[boats] Cruise on")
end
elseif ctrl.down then
self.v = self.v - 0.1
self.v = self.v - dtime * 1.8
if self.auto then
self.auto = false
minetest.chat_send_player(driver_name,
"[boats] Cruise off")
end
elseif ctrl.up or self.auto then
self.v = self.v + 0.1
self.v = self.v + dtime * 1.8
end
if ctrl.left then
if self.v < 0 then
self.object:set_yaw(self.object:get_yaw() - (1 + dtime) * 0.03)
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() + (1 + dtime) * 0.03)
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
end
elseif ctrl.right then
if self.v < 0 then
self.object:set_yaw(self.object:get_yaw() + (1 + dtime) * 0.03)
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() - (1 + dtime) * 0.03)
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
end
end
end
@ -170,7 +170,7 @@ function boat.on_step(self, dtime)
return
end
local s = get_sign(self.v)
self.v = self.v - 0.02 * s
self.v = self.v - dtime * 0.6 * s
if s ~= get_sign(self.v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
self.v = 0