fixed that speed was relative to framerate
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commit
753cb4eb2a
2 changed files with 6 additions and 5 deletions
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@ -8,10 +8,11 @@ size = Vector2(36, 20)
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[node name="player" type="StaticBody2D" node_paths=PackedStringArray("camera")]
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[node name="player" type="StaticBody2D" node_paths=PackedStringArray("camera")]
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script = ExtResource("1_g4ij8")
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script = ExtResource("1_g4ij8")
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dec = 15.0
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acc = 500.0
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max_speed = 50.0
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dec = 400.0
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max_speed = 1000.0
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turn_speed = 2.0
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turn_speed = 2.0
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brake_strength = 12.0
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brake_strength = 60.0
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camera = NodePath("Camera2D")
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camera = NodePath("Camera2D")
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[node name="Sprite2D" type="Sprite2D" parent="."]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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@ -13,7 +13,7 @@ extends StaticBody2D
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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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## 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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@export var drift_factor := 1.5
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## regulates how far the camera looks ahead of the player (affected by speed)
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## regulates how far the camera looks ahead of the player (affected by speed)
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@export var camera_offset_factor = 20.
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@export var camera_offset_factor = .2
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# references
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# references
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@export var camera : Camera2D
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@export var camera : Camera2D
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@ -59,4 +59,4 @@ func _process(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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move_and_collide(momentum)
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move_and_collide(momentum * delta)
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