121 lines
3.9 KiB
GDScript
121 lines
3.9 KiB
GDScript
extends RigidBody3D
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class_name Car
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@export var forward_force: float = 100.0
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@export var backward_force: float = 50.0
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@export var steer_speed: float = 2.0
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@export var base_lateral_friction: float = 5.0
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@export var lateral_velocity_start_drift_threshold: float = 10.0
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@export var lateral_velocity_total_drift_threshold: float = 15.0
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@onready var forward_left: RayCast3D = $Raycasts/ForwardLeft
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@onready var forward_right: RayCast3D = $Raycasts/ForwardRight
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@onready var backward_right: RayCast3D = $Raycasts/BackwardRight
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@onready var backward_left: RayCast3D = $Raycasts/BackwardLeft
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@onready var forward_left_respawn: RayCast3D = $RaycastsRespawn/ForwardLeftRespawn
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@onready var forward_right_respawn: RayCast3D = $RaycastsRespawn/ForwardRightRespawn
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@onready var backward_right_respawn: RayCast3D = $RaycastsRespawn/BackwardRightRespawn
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@onready var backward_left_respawn: RayCast3D = $RaycastsRespawn/BackwardLeftRespawn
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var base_steer_speed: float
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var current_steer_speed = base_steer_speed
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var last_steer_input := 0.0
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var rotation_angle := 0.0
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var respawn_pos : Vector3
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var thread: Thread = Thread.new()
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var steer_input = 0.0
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var cheat := false
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var air_time := 0.0
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func return_to_road():
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position = respawn_pos + 3*Vector3.UP
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rotation.z = 0
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rotation.x = 0
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linear_velocity = Vector3.ZERO
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angular_velocity = Vector3.ZERO
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air_time = 0.0
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func _process(_delta: float) -> void:
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if Input.is_action_just_pressed("restart"):
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return_to_road()
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func _physics_process(delta: float) -> void:
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var move_input := Input.get_axis("back", "forward")
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var steer_input_brut := Input.get_axis("right", "left")
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steer_input = lerpf(steer_input, steer_input_brut, 0.1)
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var is_on_floor := backward_left_respawn.is_colliding() || backward_right_respawn.is_colliding() || forward_left_respawn.is_colliding() || forward_right_respawn.is_colliding()
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var is_all_wheel_on_floor := backward_left_respawn.is_colliding() && backward_right_respawn.is_colliding() && forward_left_respawn.is_colliding() && forward_right_respawn.is_colliding()
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var is_flat : bool = transform.basis.y.dot(Vector3.UP) > 0.9
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if is_all_wheel_on_floor && is_flat:
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respawn_pos = position
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if !is_on_floor && !cheat:
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#$DriftParticles.emitting = false
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#$DriftParticles2.emitting = false
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#AudioServer.set_bus_volume_db(5, -80)
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air_time += delta
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if air_time > 1.5:
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return_to_road()
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return
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air_time = 0.0
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if cheat && Input.is_key_pressed(KEY_SPACE):
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linear_velocity.y += 20*delta
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if cheat:
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forward_force = 500
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# Movement
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if move_input > 0.0:
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apply_central_force(global_transform.basis.z * forward_force)
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elif move_input < 0.0:
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var break_or_backward = 2*backward_force if global_transform.basis.z.dot(linear_velocity) > 0 else backward_force
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apply_central_force(global_transform.basis.z * -break_or_backward)
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# Rotation
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rotation_angle = steer_input * delta
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#angular_velocity = steer_input * delta * global_transform.basis.y * 30.0
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rotate(global_transform.basis.y, rotation_angle)
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# Drift Simulation
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var velocity = linear_velocity
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var forward_dir = global_transform.basis.z
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if forward_dir.length_squared() == 0.0:
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return # skip drift this frame if something is invalid
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forward_dir = forward_dir.normalized()
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var forward_velocity = forward_dir * velocity.dot(forward_dir)
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var lateral_velocity = velocity - forward_velocity
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var drift_factor = inverse_lerp(
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lateral_velocity_total_drift_threshold,
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lateral_velocity_start_drift_threshold,
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lateral_velocity.length()
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)
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drift_factor = clamp(drift_factor, 0, 1)
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#$DriftParticles.emitting = drift_factor < 1 && is_on_floor
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#$DriftParticles2.emitting = drift_factor < 1 && is_on_floor
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#if drift_factor < 1 && is_on_floor:
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#AudioServer.set_bus_volume_db(5, lerp(-15, -30, drift_factor))
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#else:
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#AudioServer.set_bus_volume_db(5, -80)
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steer_speed = lerp(steer_speed * 2.0, base_steer_speed, drift_factor)
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var lateral_friction_force = -lateral_velocity * base_lateral_friction * drift_factor
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apply_central_force(lateral_friction_force)
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