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| author | realtradam <[email protected]> | 2020-03-19 03:32:54 -0400 |
|---|---|---|
| committer | realtradam <[email protected]> | 2020-03-19 03:32:54 -0400 |
| commit | c7e8f17ba13d4c9e54764286367a26f25b049dc4 (patch) | |
| tree | 6ed85dcd09186f9884b77d56c81f94136154577a /Racing-Game/4WheelCar/Wheel.gd | |
| parent | 57c5f73d0d957dc426d922d591fa5a0dd1452892 (diff) | |
| download | optimal-direction-c7e8f17ba13d4c9e54764286367a26f25b049dc4.tar.gz optimal-direction-c7e8f17ba13d4c9e54764286367a26f25b049dc4.zip | |
fixed up file structure
Diffstat (limited to 'Racing-Game/4WheelCar/Wheel.gd')
| -rw-r--r-- | Racing-Game/4WheelCar/Wheel.gd | 63 |
1 files changed, 0 insertions, 63 deletions
diff --git a/Racing-Game/4WheelCar/Wheel.gd b/Racing-Game/4WheelCar/Wheel.gd deleted file mode 100644 index 49024fb..0000000 --- a/Racing-Game/4WheelCar/Wheel.gd +++ /dev/null @@ -1,63 +0,0 @@ -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) -var nullStrength #sums up all sources of null to here -var isSkid = false #this one is used when user presses shift. Initially called in this function - -#Skidmarks on floor - -#var gripDelay = 0 - -var wheelSlip = Vector2(0,0) - -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): - pass - -func initVars(dataArray): -# #---Creating and attaching pinjoint to wheel - var tempA = PinJoint2D.new() - tempA.set_position(Vector2(dataArray[0],dataArray[1])) - tempA.set_node_a(get_path()) - tempA.set_node_b(get_parent().get_parent().get_path()) - tempA.softness = 0 - tempA.bias = 0 - tempA.disable_collision = true - get_parent().add_child(tempA) -# #--- - pass - -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) - -#checks if the car is braking, and applies brake physics -func setBrake(var strength): - #Braking - if Input.is_action_pressed("brake"): - if velocity > 20: - linear_damp = 3 - else: - linear_damp = 6 - else: - linear_damp = 0.01 - - -func measure_velocity(): - return floor(sqrt(get_linear_velocity().dot(get_linear_velocity()))/12) |
