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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/FrontWheel.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/FrontWheel.gd')
-rw-r--r--Racing-Game/4WheelCar/FrontWheel.gd119
1 files changed, 21 insertions, 98 deletions
diff --git a/Racing-Game/4WheelCar/FrontWheel.gd b/Racing-Game/4WheelCar/FrontWheel.gd
index 76eaad0..7731bca 100644
--- a/Racing-Game/4WheelCar/FrontWheel.gd
+++ b/Racing-Game/4WheelCar/FrontWheel.gd
@@ -1,16 +1,6 @@
-extends RigidBody2D
-
-var velocity #How fast car is moving
-var velVector #What direction the car is moving
-var velUnitVector #Direction vector, but in a single unit(no magnitude)
-var velAngle #The angle of the velocity(relative to world)
-var carAngle #The angle to car is facing(relative to world)
-
-#Skidmarks on floor
-onready var skidObj = preload("res://4WheelCar/Skid/Skidmark.tscn")
+extends "res://4WheelCar/Wheel.gd"
#Reduces steering strength when braking
-var steerDampBase = 1
var steerDamp = 1
#Steering Curve Vars
@@ -20,57 +10,35 @@ var steerHeight = 2.6
var steerLimit = 73
var steerMinimum = 1
-var gripDelay = 0
-
-var wheelSlip = Vector2(0,0)
-var isSkid = false #this one is used when user presses shift. Initially called in this function
-var isSkidOverride = false #this one is used when driving over sand, initially called in carbody
-
-signal slip
-signal end
-var elapsed = 0
-
-var isForward = true
-
# 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):
- #Variable Setup
- #---
+ #Variable Update
+ #---null_slide vars
+ nullStrength = 0
velocity = measure_velocity()
velVector = get_node("../../../CarBody").get_linear_velocity()
- velUnitVector = velVector.normalized()
- velAngle = atan2(velVector.y,velVector.x)
carAngle = get_node("../../../CarBody").get_transform().get_rotation()
+ #---Steering Vars
+ velAngle = atan2(velVector.y,velVector.x)
isForward = is_forward()
#---
set_rotation(carAngle)
-# gripDelay = has_grip(0.4,delta)
- isSlip(delta)
- if(!isSkidOverride):
- isSkid = Input.is_action_pressed("grip")
+ isSkid = Input.is_action_pressed("grip")
#Determines if drifting
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 = 3
- steerDamp = 0.7
- else:
- linear_damp = 6
- steerDamp = 0.4
- else:
- linear_damp = 0.01
- steerDamp = 1
+ setBrake(0)
+ null_slide(nullStrength,delta)
#Steering
if Input.is_action_pressed("steer_left"):
@@ -78,60 +46,6 @@ func _process(delta):
if Input.is_action_pressed("steer_right"):
apply_central_impulse(steerDamp*Vector2(0,-steer_curve(steerSplitA, steerSplitB, steerHeight, steerLimit,steerMinimum)).rotated(steer_angle())*delta*5000)
-
-
-
-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)
- 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
-
-#Determines if skidmarks should be creted, or stopped
-func isSlip(time):
- if (wheelSlip.length() > 0.6):
- if(elapsed/4 > time):
- emit_signal("end")
- elapsed = 0
- else:
- emit_signal("slip")
- else:
- elapsed += time
-
-func measure_velocity():
- return floor(sqrt(get_linear_velocity().dot(get_linear_velocity()))/12)
-
-#determines if the car is driving forward, or backward
-func is_forward():
- var 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
-
#returns the angle the car is facing, relative to the direction it is moving
func steer_angle():
if isForward:
@@ -141,7 +55,7 @@ func steer_angle():
#Determines strength of steering as a function of the speed
func steer_curve(var splitA, splitB, var height, var limit, var minimum):
- #Rules:
+ #Rules:
# splitA < splitB < limit
# height > 0, limit >= 0
# ---
@@ -159,3 +73,12 @@ func steer_curve(var splitA, splitB, var height, var limit, var minimum):
return height
else:
return max((-pow((velocity/(splitA/sqrt(height)))-sqrt(height),2)+height)*abs(cos(abs(velAngle-carAngle)+PI/2)),0)
+
+func is_forward():
+ var 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