LD54/src/game/player_controller.gd

79 lines
2.5 KiB
GDScript

extends StaticBody2D
# constants
## acceleration of the car while holding the accelerate button
@export var acc := 600.
## acceleration of the car while driving backwards
@export var rev := 500.
## natural deceleration of the car
@export var dec := 400.
## maximum speed of the car
@export var max_speed := 1200.
## maximum speed of the car while driving backwards
@export var max_reverse := 500.
## 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
## maximum number of pixels how far the camera looks ahead of the player (affected by speed)
@export var camera_offset = 400.
# references
@export var camera : Camera2D
# variables
var momentum: Vector2
#var direction = 0 # 1 for forward, 0 for standing still, -1 for reverse
signal speed_changed(new_speed)
# 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 rev_d = rev * 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("reverse"):
# print_debug("reverse vector: ", rev_d * Vector2(-1,0).rotated(rotation))
# momentum += rev_d * Vector2(-1,0).rotated(rotation)
# print_debug("momentum vector = ", momentum)
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)
if !Input.is_action_pressed("brake"):
momentum = Vector2(1,0).rotated(rotation) * momentum.length()
camera.position = Vector2((momentum.length() / max_speed) * camera_offset, 0)
camera.rotation_degrees = momentum.angle() + 90
if momentum.length() > max_speed:
momentum = momentum.normalized() * max_speed
speed_changed.emit(momentum.length())
move_and_collide(momentum * delta)