2023-09-30 18:37:41 +02:00
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extends StaticBody2D
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# constants
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## acceleration of the car while holding the accelerate button
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2023-09-30 21:36:13 +02:00
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@export var acc := 600.
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## acceleration of the car while driving backwards
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@export var rev := 500.
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2023-09-30 18:37:41 +02:00
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## natural deceleration of the car
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2023-09-30 21:36:13 +02:00
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@export var dec := 400.
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2023-09-30 18:37:41 +02:00
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## maximum speed of the car
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2023-09-30 21:36:13 +02:00
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@export var max_speed := 1200.
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## maximum speed of the car while driving backwards
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@export var max_reverse := 500.
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2023-09-30 18:37:41 +02:00
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## how many radians the car turns per second, higher value -> faster turns
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@export var turn_speed := 1.
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## affects how fast the brakes, higher value -> quicker to stand still
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@export var brake_strength := 30.
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## regulates how much more you can turn while breaking, values below 1 mean you can turn worse while drifting
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@export var drift_factor := 1.5
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2023-09-30 21:36:13 +02:00
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## maximum number of pixels how far the camera looks ahead of the player (affected by speed)
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@export var camera_offset = 400.
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2023-09-30 18:37:41 +02:00
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# references
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@export var camera : Camera2D
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# variables
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var momentum: Vector2
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2023-09-30 21:36:13 +02:00
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#var direction = 0 # 1 for forward, 0 for standing still, -1 for reverse
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2023-09-30 18:37:41 +02:00
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2023-10-01 12:13:42 +02:00
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signal speed_changed(new_speed)
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2023-09-30 18:37:41 +02:00
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var acc_d = acc * delta
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var dec_d = dec * delta
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var rev_d = rev * delta
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2023-09-30 18:37:41 +02:00
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var turn_d = turn_speed * delta
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var brake_d = brake_strength * delta
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var turn_factor = 1
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if momentum.length() > dec_d:
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momentum -= momentum.normalized()*dec_d
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else:
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momentum = Vector2(0,0)
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if Input.is_action_pressed("accelerate"):
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momentum += acc_d * Vector2(1,0).rotated(rotation)
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2023-09-30 21:36:13 +02:00
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# if Input.is_action_pressed("reverse"):
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# print_debug("reverse vector: ", rev_d * Vector2(-1,0).rotated(rotation))
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# momentum += rev_d * Vector2(-1,0).rotated(rotation)
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# print_debug("momentum vector = ", momentum)
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2023-09-30 18:37:41 +02:00
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if Input.is_action_pressed("brake"):
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turn_factor = drift_factor
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if momentum.length() > brake_d:
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momentum -= momentum.normalized() * brake_d
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else:
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momentum = Vector2(0,0)
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if Input.is_action_pressed("left"):
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rotate(turn_d*turn_factor*-1)
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if Input.is_action_pressed("right"):
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rotate(turn_d*turn_factor)
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2023-09-30 21:36:13 +02:00
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if !Input.is_action_pressed("brake"):
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momentum = Vector2(1,0).rotated(rotation) * momentum.length()
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2023-09-30 18:37:41 +02:00
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camera.position = Vector2((momentum.length() / max_speed) * camera_offset, 0)
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camera.rotation_degrees = momentum.angle() + 90
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if momentum.length() > max_speed:
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momentum = momentum.normalized() * max_speed
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2023-10-01 12:13:42 +02:00
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speed_changed.emit(momentum.length())
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2023-09-30 19:12:46 +02:00
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move_and_collide(momentum * delta)
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