bugged-racing/player/vehicle_controller.gd

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GDScript
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class_name PlayerVehicleController
extends Node
export(NodePath) var vehicle_path = null
onready var _vehicle: BuggedVehicle = get_node(vehicle_path)
func _physics_process(_delta: float) -> void:
_vehicle.inputs.throttle = Input.get_action_strength("throttle")
_vehicle.inputs.clutch = Input.get_action_strength("clutch")
_vehicle.inputs.brake = Input.get_action_strength("brake")
_vehicle.inputs.handbrake = Input.get_action_strength("handbrake")
var steering_input = (
Input.get_action_strength("steer_left")
- Input.get_action_strength("steer_right")
)
# TODO: deadzone config
if abs(steering_input) < 0.05:
steering_input = 0.0
_vehicle.inputs.steering = steering_input
if Input.is_action_just_pressed("gear_up"):
_vehicle.inputs.gear_request = BuggedVehicle.GearRequest.UP
elif Input.is_action_just_pressed("gear_down"):
_vehicle.inputs.gear_request = BuggedVehicle.GearRequest.DOWN
else:
_vehicle.inputs.gear_request = BuggedVehicle.GearRequest.NONE