TronLoop/entities/car/car.gd
2025-08-02 19:37:16 +02:00

121 lines
3.9 KiB
GDScript

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