LD54/src/game/player_controller.gd

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GDScript3
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extends StaticBody2D
# constants
## acceleration of the car while holding the accelerate button
@export var acc := 20.
## natural deceleration of the car
@export var dec := 4.
## maximum speed of the car
@export var max_speed := 100.
## how many radians the car turns per second, higher value -> faster turns
@export var turn_speed := 1.
## affects how fast the brakes, higher value -> quicker to stand still
@export var brake_strength := 30.
## regulates how much more you can turn while breaking, values below 1 mean you can turn worse while drifting
@export var drift_factor := 1.5
## regulates how far the camera looks ahead of the player (affected by speed)
@export var camera_offset_factor = 20.
# references
@export var camera : Camera2D
# variables
var momentum: Vector2
# Called when the node enters the scene tree for the first time.
func _ready():
pass
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var acc_d = acc * delta
var dec_d = dec * delta
var turn_d = turn_speed * delta
var brake_d = brake_strength * delta
var turn_factor = 1
if momentum.length() > dec_d:
momentum -= momentum.normalized()*dec_d
else:
momentum = Vector2(0,0)
if Input.is_action_pressed("accelerate"):
momentum += acc_d * Vector2(1,0).rotated(rotation)
if Input.is_action_pressed("brake"):
turn_factor = drift_factor
if momentum.length() > brake_d:
momentum -= momentum.normalized() * brake_d
else:
momentum = Vector2(0,0)
if Input.is_action_pressed("left"):
rotate(turn_d*turn_factor*-1)
if Input.is_action_pressed("right"):
rotate(turn_d*turn_factor)
camera.position = Vector2(momentum.length() * camera_offset_factor, 0)
camera.rotation_degrees = momentum.angle() + 90
if momentum.length() > max_speed:
momentum = momentum.normalized() * max_speed
move_and_collide(momentum)