diff options
Diffstat (limited to 'Racing-Game/4WheelCar/Wheels/Wheel.gd')
| -rw-r--r-- | Racing-Game/4WheelCar/Wheels/Wheel.gd | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/Racing-Game/4WheelCar/Wheels/Wheel.gd b/Racing-Game/4WheelCar/Wheels/Wheel.gd index d25cec5..ab00de6 100644 --- a/Racing-Game/4WheelCar/Wheels/Wheel.gd +++ b/Racing-Game/4WheelCar/Wheels/Wheel.gd @@ -4,7 +4,8 @@ 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 carAngle #The angle the car is facing(relative to world) +var wheelAngle #the angle the wheel 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 @@ -41,7 +42,7 @@ 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 directionAngle = wheelAngle + (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 |
