62 lines
1.8 KiB
GDScript
62 lines
1.8 KiB
GDScript
extends StaticBody2D
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# constants
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## acceleration of the car while holding the accelerate button
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@export var acc := 20.
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## natural deceleration of the car
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@export var dec := 4.
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## maximum speed of the car
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@export var max_speed := 100.
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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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## 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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# 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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# 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 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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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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camera.position = Vector2(momentum.length() * camera_offset_factor, 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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move_and_collide(momentum)
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