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authorrealtradam <[email protected]>2020-03-18 00:58:15 -0400
committerrealtradam <[email protected]>2020-03-18 00:58:15 -0400
commit0fe77a326aec5732920dd3b23b36fd3405ff9e25 (patch)
tree2494e1e6c6693c46dab5b2b1f90abc6720d85793 /Racing-Game/4WheelCar/BackWheel.gd
parent5a33ed9381e43b50d56f2ef7f149baef83edcf7d (diff)
downloadoptimal-direction-0fe77a326aec5732920dd3b23b36fd3405ff9e25.tar.gz
optimal-direction-0fe77a326aec5732920dd3b23b36fd3405ff9e25.zip
Removed a lot of useless or commented out code
Diffstat (limited to 'Racing-Game/4WheelCar/BackWheel.gd')
-rw-r--r--Racing-Game/4WheelCar/BackWheel.gd73
1 files changed, 11 insertions, 62 deletions
diff --git a/Racing-Game/4WheelCar/BackWheel.gd b/Racing-Game/4WheelCar/BackWheel.gd
index 9c9adff..1d6ee18 100644
--- a/Racing-Game/4WheelCar/BackWheel.gd
+++ b/Racing-Game/4WheelCar/BackWheel.gd
@@ -1,48 +1,34 @@
-extends RigidBody2D
+extends "res://4WheelCar/Wheel.gd"
#Accelerating
var hp = 4.0
var acceleration = 5
-var isForward = true
-
-var velocity
-
-var isSkid = false;
-
-var elapsed = 0
var gripDelay = 0
-var carAngle
-var carVector
-var velVector
func _ready():
pass
func _process(delta):
+ #Variable Setup
+ #---null_slide vars
+ nullStrength = 0
carAngle = get_node("../../../CarBody").get_transform().get_rotation()
- carVector = Vector2(cos(carAngle + PI/2),sin(carAngle + PI/2))
velVector = get_node("../../../CarBody").get_linear_velocity()
velocity = measure_velocity()
- isForward = is_forward()
+ #---
set_rotation(carAngle)
-
-# gripDelay = has_grip(0.4,delta)
isSkid = Input.is_action_pressed("grip")
if Input.is_action_pressed("grip") || Input.is_action_pressed("brake"):
- null_slide(max(5,velocity/7),delta)
+ nullStrength += max(5,velocity/7)
else:
- null_slide(1,delta)
+ nullStrength += 1
+
#Braking
- if Input.is_action_pressed("brake"):
- if velocity > 20:
- linear_damp = 2
- else:
- linear_damp = 5
- else:
- linear_damp = 0.01
+ setBrake(0)
+ null_slide(nullStrength, delta)
if Input.is_action_pressed("forward"):
@@ -56,46 +42,9 @@ func _process(delta):
else:
pass
-#Core physics, stops sliding sideways and make car roll forwards
-func null_slide(var strength, var delta):
- #strength is how strong you would like the nullify to be
- #higher is less sliding/drifting
- var movementUnitVector = get_linear_velocity().normalized()#the direction of the velocity
- var directionAngle = carAngle + (PI/2.0)#the angle the car is facing(relative to the world)
- var directionUnitVector = Vector2(cos(directionAngle),sin(directionAngle)).normalized()#the direction the car is facing
- var nullify = directionUnitVector * movementUnitVector.dot(directionUnitVector)
- var wheelSlip = (-(movementUnitVector - nullify))*strength
- apply_central_impulse(wheelSlip*delta*5000)
-
-#func has_grip(var tractionDelay, var delta):
-# var movementUnitVector = get_linear_velocity().normalized()#the direction of the velocity
-# var directionAngle = carAngle#the angle the car is facing(relative to the world)
-# var directionUnitVector = Vector2(cos(directionAngle),sin(directionAngle)).normalized()#the direction the car is facing
-# if velocity > 10:
-# if Input.is_action_pressed("grip"):##if pressing shift
-# gripDelay = tractionDelay
-# elif (gripDelay <= 0 && abs(movementUnitVector.dot(directionUnitVector)) > 0.4):#if not drifting but past steering point
-# gripDelay = tractionDelay
-# elif gripDelay > 0 && abs(movementUnitVector.dot(directionUnitVector)) > 0.3:#if drifting and past steering point
-# gripDelay = tractionDelay
-# elif gripDelay > 0:#if at recovery point and drifting
-# gripDelay -= delta
-# else:
-# gripDelay = 0
-# return gripDelay
-
func measure_velocity():
return sqrt(get_linear_velocity().dot(get_linear_velocity()))/12
-
-#determines if the car is driving forward, or backward
-func is_forward():
- carVector = Vector2(cos(carAngle + PI/2),sin(carAngle + PI/2))
- if velVector == Vector2(0,0) || carVector == Vector2(0,0):
- return true
- if velVector.dot(carVector) <= 0:
- return true
- else:
- return false
+
func gear(var rpm, var maxPower, var topSpeed):
return max(-pow((rpm/((1000/topSpeed)/sqrt(maxPower)))-sqrt(maxPower),2)+(maxPower+1),0)