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-rw-r--r--Racing-Game/BackWheel.gd121
1 files changed, 121 insertions, 0 deletions
diff --git a/Racing-Game/BackWheel.gd b/Racing-Game/BackWheel.gd
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+++ b/Racing-Game/BackWheel.gd
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+extends RigidBody2D
+
+#Accelerating
+var hp = 4.0
+var acceleration = 5
+var isForward = true
+
+var velocity
+
+var lastLoc = 0;
+
+var wheelSlip = Vector2(0,0);
+var isSkid = false;
+
+signal slip
+signal end
+var elapsed = 0
+#
+var gripDelay = 0
+var carAngle
+var carVector
+var velVector
+
+# Called when the node enters the scene tree for the first time.
+func _ready():
+ lastLoc = get_position_in_parent()
+ pass # Replace with function body.
+
+# Called every frame. 'delta' is the elapsed time since the previous frame.
+func _process(delta):
+ 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)
+ isSlip(delta)
+
+# gripDelay = has_grip(0.4,delta)
+
+ isSkid = Input.is_action_pressed("grip")
+
+ if Input.is_action_pressed("grip") || Input.is_action_pressed("break"):
+ null_slide(max(5,velocity/7),delta)
+ else:
+ null_slide(1,delta)
+ #Braking
+ if Input.is_action_pressed("break"):
+ if velocity > 20:
+ linear_damp = 2
+ else:
+ linear_damp = 5
+ else:
+ linear_damp = 0.01
+
+# createLine(lastLoc, get_position_in_parent())
+# lastLoc = get_position_in_parent()
+
+ if Input.is_action_pressed("forward"):
+ if !Input.is_action_pressed("break"):
+ apply_central_impulse(Vector2(0,-gear(velocity, hp, acceleration)).rotated(carAngle)*delta*5000)
+ else:
+ pass
+ elif Input.is_action_pressed("backward"):
+ if !Input.is_action_pressed("break"):
+ apply_central_impulse(Vector2(0,(1)).rotated(carAngle)*delta*5000)
+ else:
+ 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)
+
+func isSlip(time):
+ if (wheelSlip.length() > 0.2):
+ emit_signal("slip")
+ else:
+ emit_signal("end")
+
+#func createLine(from, to):
+# var tires = get_node("./MyLine")
+# tires.add_point(from)
+# tires.add_point(to)
+
+#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
+
+func is_forward():#determines if the car is driving forward, or backward
+ 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
+
+func gear(var rpm, var maxPower, var topSpeed):
+ return max(-pow((rpm/((1000/topSpeed)/sqrt(maxPower)))-sqrt(maxPower),2)+(maxPower+1),0)