summaryrefslogtreecommitdiffhomepage
path: root/Racing-Game/4WheelCar/CarBody.gd
blob: be06de136b83d218b8a0e35e77649fcc11843dd0 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
extends RigidBody2D

var angular = 0
var isSkidding = 0
var cameraNode
var speedometerNode

var directionAngle
var directionUnitVector

func _ready():
	pass

func _process(_delta):
	directionAngle = get_transform().get_rotation() + (PI/2.0)#the angle the car is facing(relative to the world)
	directionUnitVector = Vector2(cos(directionAngle),sin(directionAngle))#the direction the car is facing
	linear_damp = 0.01 #Sets forward momentum dampening
	angular = 5 #Sets the base angular momentum dampening

	#HUD Stuff:
	cameraNode = get_node("/root/World/Camera2D")
	speedometerNode = get_node("/root/World/Camera2D/Panel/Speedometer")
	cameraNode.set_position(get_global_transform().get_origin())
	speedometerNode.updateSpeed(floor(measure_velocity()))
	
	#Steering strength at different speeds, should probably look at this and remove it(move to wheels)
	#See issue #8
	if measure_velocity() < 30:
		angular_damp = angular*0.2
	elif measure_velocity() < 85:
		angular_damp = angular*0.4
	else:
		angular_damp = angular*1

#Total speed of the car
func measure_velocity():
		return sqrt(get_linear_velocity().dot(get_linear_velocity()))/12

#Gets only the component that is going in the direction of the car
func measure_forward_velocity():
	return floor(measure_velocity() * cos(directionUnitVector.angle_to(get_linear_velocity())))