Added death "animation"
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40cec00116
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131f2472b7
2 changed files with 41 additions and 37 deletions
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@ -97,6 +97,7 @@ func get_total_distance():
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func game_over():
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func game_over():
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running = false
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running = false
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player.dead = true
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$player/death_sound.play()
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$player/death_sound.play()
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print_debug("final score: ", get_total_distance())
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print_debug("final score: ", get_total_distance())
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await get_tree().create_timer(3).timeout
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await get_tree().create_timer(3).timeout
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@ -25,6 +25,7 @@ extends StaticBody2D
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# variables
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# variables
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var momentum: Vector2
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var momentum: Vector2
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#var direction = 0 # 1 for forward, 0 for standing still, -1 for reverse
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#var direction = 0 # 1 for forward, 0 for standing still, -1 for reverse
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var dead = false
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signal speed_changed(new_speed)
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signal speed_changed(new_speed)
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@ -35,46 +36,48 @@ func _ready():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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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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func _process(delta):
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var acc_d = acc * delta
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if !dead:
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var dec_d = dec * delta
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var acc_d = acc * delta
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var rev_d = rev * delta
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var dec_d = dec * delta
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var turn_d = turn_speed * delta
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var rev_d = rev * delta
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var brake_d = brake_strength * delta
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var turn_d = turn_speed * delta
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var turn_factor = 1
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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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if momentum.length() > dec_d:
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else:
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momentum -= momentum.normalized()*dec_d
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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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# 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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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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else:
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momentum = Vector2(0,0)
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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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if !Input.is_action_pressed("brake"):
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if Input.is_action_pressed("accelerate"):
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momentum = Vector2(1,0).rotated(rotation) * momentum.length()
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momentum += acc_d * Vector2(1,0).rotated(rotation)
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camera.position = Vector2(get_speed_proportion() * camera_offset, 0)
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# if Input.is_action_pressed("reverse"):
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camera.rotation_degrees = momentum.angle() + 90
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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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$engine_sounds.pitch_scale = get_speed_proportion() + .2
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# print_debug("momentum vector = ", momentum)
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if Input.is_action_pressed("brake"):
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turn_factor = drift_factor
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if momentum.length() > brake_d:
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momentum -= momentum.normalized() * brake_d
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else:
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momentum = Vector2(0,0)
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if Input.is_action_pressed("left"):
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rotate(turn_d*turn_factor*-1)
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if Input.is_action_pressed("right"):
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rotate(turn_d*turn_factor)
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if !Input.is_action_pressed("brake"):
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momentum = Vector2(1,0).rotated(rotation) * momentum.length()
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camera.position = Vector2(get_speed_proportion() * camera_offset, 0)
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camera.rotation_degrees = momentum.angle() + 90
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$engine_sounds.pitch_scale = get_speed_proportion() + .2
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else:
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rotate(PI*delta)
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if momentum.length() > max_speed:
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if momentum.length() > max_speed:
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momentum = momentum.normalized() * max_speed
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momentum = momentum.normalized() * max_speed
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speed_changed.emit(momentum.length())
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speed_changed.emit(momentum.length())
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