How to make object follow mouse BELATEDLY #SOLVED

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:bust_in_silhouette: Asked By Yozhik

I have a playercontroller 2d in top-down view game, where the players ship follows the cursor. When I increase cursor speed it rotates with it instantly. And I want players to feel some weight, so make the ship rotating with some delay. How can I do it? Would be grateful for help. Controller code below. (Player.gd)

extends KinematicBody2D

export var move_speed = 250
export var stop_distance = 20
var playercoord = Vector2()
	
func _process(delta):
	_look_at_mouse()
	_move_to_mouse()
	if G.player_alive == 1:
		playercoord = get_node("/root/MainScene/Player").get_position()
	
func _look_at_mouse():
	look_at(get_global_mouse_position())
	rotation_degrees = rotation_degrees + 90
	
func _move_to_mouse():
	if position.distance_to(get_global_mouse_position()) > stop_distance:
		var direction = get_global_mouse_position() - position
		move_and_slide(direction)
	

ALSO, I’ve got enemies, and I want them to have weight slightly bigger than player, to have him feel he’s a bit faster and subtle than the enemies. It’s part of enemies controller code:

it’s in the phys-process:

	if player:
		if G.player_alive == 1:
			var direction = (player.position - position).normalized()
			move_and_slide(direction * MOVE_SPEED)
pass

func _look_at_player():
	look_at(playercoord)
	rotation_degrees = rotation_degrees + 90
:bust_in_silhouette: Reply From: Inces

In other words You want to interpolate angle in time. There are few functions for that, like move_toward() , lerp(), lerp_angle(). In those functions You set starting angle and desired angle as first 2 arguments, and interpolation value as second. If You use delta as interpolation value it will get close to angle with constant speed. You can use non-constant interpolation values for easing in or out. Check those functions in script documentation.

Thanks for assistance. I noticed, that these functions use float values, and I move and rotate objects by using coordinates and Vector values.

Yozhik | 2021-10-19 13:12

rotation_degrees = lerp(rotation, rotation_degrees + 90, -1.5)

tried to do this like that, but it seems I don’t get something

Yozhik | 2021-10-19 13:14

:bust_in_silhouette: Reply From: Yozhik

I found a solution by myself:

var rotation_speed = PI * 1.5 # PI = 180 degrees

func _look_at_mouse(delta):
	var v = get_global_mouse_position() - global_position
	var angle = v.angle()
	var r = global_rotation
	var angle_delta = rotation_speed * delta
	angle = lerp_angle(r, angle + 1.57, 1.0)
	angle = clamp(angle, r - angle_delta, r + angle_delta)
	global_rotation = angle

Not quite Yourself mate, that is rude. You take someones time and You are expected to credit him.

Inces | 2021-10-19 17:01

I appreciate everyone who helps such guys as me, because every one from time to time needs help, but in search of an answer, I tried different things, and tooked code from different people line by line. In the end, I modified it to meet the task by myself. So I can call this “my code” for reasons above.

Yozhik | 2021-10-19 17:06