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authorrealtradam <[email protected]>2020-03-19 03:32:54 -0400
committerrealtradam <[email protected]>2020-03-19 03:32:54 -0400
commitc7e8f17ba13d4c9e54764286367a26f25b049dc4 (patch)
tree6ed85dcd09186f9884b77d56c81f94136154577a /Racing-Game/4WheelCar/Wheel.gd
parent57c5f73d0d957dc426d922d591fa5a0dd1452892 (diff)
downloadoptimal-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.gd63
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
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-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)