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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(locX,locY):
# #---Creating and attaching pinjoint to wheel
var tempA = PinJoint2D.new()
tempA.set_position(Vector2(locX,locY))
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)
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