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extends VehicleBody
const max_rpm: float = 2500.0
const max_torque: float = 2800.0
var n_jumps: int
onready var wheels = [$front_left_wheel, $front_right_wheel,
$back_left_wheel, $back_right_wheel]
var slip
export(NodePath) var target = null
func car_can_jump() -> bool:
for w in wheels:
if not w.is_in_contact():
return false
return true
func is_car_flying() -> bool:
for w in wheels:
if w.is_in_contact():
return false
return true
func _physics_process(delta):
var can_jump = car_can_jump()
var is_flying = is_car_flying()
if can_jump:
n_jumps = 0
var new_steering = (Input.get_action_strength("left")
- Input.get_action_strength("right")) * 0.6
var acceleration = (Input.get_action_strength("forward")
- Input.get_action_strength("back"))
var transform = get_transform().basis
if Input.is_action_just_pressed("reset"):
rotation = Vector3(0, 0, 0)
angular_velocity = Vector3(0, 0, 0)
linear_velocity = Vector3(0, 0, 0)
get_global_transform().origin = Vector3(0, 0, 0)
if can_jump:
if new_steering != 0:
steering = lerp(steering, new_steering, 2 * delta)
else:
steering = lerp(steering, 0, 8 * delta)
var rpm = $back_left_wheel.get_rpm()
if (acceleration < 0 and rpm > 0) or (acceleration > 0 and rpm < 0):
for w in wheels:
w.brake = 25
else:
for w in wheels:
w.brake = 0
$back_left_wheel.engine_force = acceleration * max_torque * (1 - rpm / max_rpm)
rpm = $back_right_wheel.get_rpm()
$back_right_wheel.engine_force = acceleration * max_torque * (1 - rpm / max_rpm)
if Input.is_action_pressed("toggle"):
# handbrake
$back_left_wheel.wheel_friction_slip = 1
$back_right_wheel.wheel_friction_slip = 1
for w in wheels:
w.brake = 10
else:
$back_left_wheel.wheel_friction_slip = slip
$back_right_wheel.wheel_friction_slip = slip
for w in wheels:
w.brake = 0
elif is_flying:
apply_torque_impulse(50.0 * acceleration * transform.x)
if Input.is_action_pressed("toggle"):
apply_torque_impulse(-100.0 * new_steering * transform.z)
else:
apply_torque_impulse(50.0 * new_steering * transform.y)
if n_jumps < 2 and Input.is_action_just_pressed("jump"):
apply_impulse(Vector3(0, 0, 0), Vector3(0, 2000, 0))
n_jumps += 1
if Input.is_action_pressed("turbo"):
add_central_force(4000 * transform.x)
func _ready():
for w in wheels:
add_collision_exception_with(w)
slip = $back_left_wheel.wheel_friction_slip
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