Extract out player controls into player_controller

pull/2/head
Ensar Sarajčić 2022-01-20 11:38:35 +01:00
parent 82b3feecf4
commit dcea94ac6b
4 changed files with 68 additions and 23 deletions

View File

@ -0,0 +1,28 @@
class_name PlayerVehicleController
extends Node
export(NodePath) var vehicle_path = null
onready var _vehicle: BuggedVehicle = get_node(vehicle_path)
func _input(_event: InputEvent) -> void:
# Using _input just to make sure events are captured right away
_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_pressed("gear_down"):
_vehicle.inputs.gear_request = BuggedVehicle.GearRequest.DOWN
else:
_vehicle.inputs.gear_request = BuggedVehicle.GearRequest.NONE

View File

@ -24,6 +24,11 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://player/cameras/camera_controller.gd"
}, {
"base": "Node",
"class": "PlayerVehicleController",
"language": "GDScript",
"path": "res://player/vehicle_controller.gd"
}, {
"base": "Particles",
"class": "TireSmoke",
"language": "GDScript",
@ -38,6 +43,7 @@ _global_script_class_icons={
"BaseTrackLevel": "",
"BuggedVehicle": "",
"CameraController": "",
"PlayerVehicleController": "",
"TireSmoke": "",
"Track": ""
}

View File

@ -2,10 +2,12 @@ class_name BaseTrackLevel
extends Spatial
const CAMERA_CONTROLLER = preload("res://player/cameras/camera_controller.gd")
const PLAYER_CONTROLLER = preload("res://player/vehicle_controller.gd")
var player_node: BuggedVehicle
var gui: Node
var camera_controller: CameraController
var player_controller: PlayerVehicleController
onready var track = $Track
@ -14,12 +16,16 @@ func _ready() -> void:
reset_player_to(track.get_furthest_checkpoint(), player_node)
add_child(player_node)
add_child(gui)
player_controller = PLAYER_CONTROLLER.new()
player_controller.vehicle_path = player_node.get_path()
player_node.add_child(player_controller)
camera_controller = CAMERA_CONTROLLER.new()
camera_controller.attach_cameras_to(player_node)
func spawn_player(player_node: BuggedVehicle, gui: Node) -> void:
self.player_node = player_node
self.player_node.add_child(player_controller)
self.gui = gui

View File

@ -9,6 +9,8 @@ signal clutch_updated(clutch_percent)
signal gear_updated(gear)
signal steering_updated(steering_angle, steering_percent)
enum GearRequest { NONE, UP, DOWN }
export(float) var max_steer_angle = 25
export(float) var speed_steer_angle = 10
export(float) var max_steer_speed = 100.0
@ -42,6 +44,8 @@ var gear_timer = 0
var traction_wheels: Array
var reset_transform: Transform = Transform.IDENTITY
var inputs: VehicleInputs = VehicleInputs.new()
onready var frwheel: VehicleWheel = $front_right
onready var flwheel: VehicleWheel = $front_left
onready var rrwheel: VehicleWheel = $rear_right
@ -51,11 +55,6 @@ onready var flsmoke: TireSmoke = $fl_tire_smoke
onready var rrsmoke: TireSmoke = $rr_tire_smoke
onready var rlsmoke: TireSmoke = $rl_tire_smoke
onready var cockpit: Position3D = $cockpit
onready var hood: Position3D = $hood
onready var bumper: Position3D = $bumper
onready var static_follow: Position3D = $static_follow
onready var engine_sound_player: AudioStreamPlayer3D = $engine_sound_player
onready var engine_sound_playback: AudioStreamPlayback = $engine_sound_player.get_stream_playback()
@ -66,6 +65,16 @@ onready var max_steer_input_rad: float = deg2rad(max_steer_input)
onready var auto_clutch_rpm_limit = max_rpm * automatic_gear_down_threshold
class VehicleInputs:
var gear_request = GearRequest.NONE
var clutch = 0.0
var throttle = 0.0
var brake = 0.0
var handbrake = 0.0
# Left is positive, right is negative
var steering = 0.0
func _ready():
for wheel in [frwheel, flwheel, rrwheel, rlwheel]:
if wheel.use_as_traction:
@ -76,19 +85,19 @@ func _ready():
func get_cockpit_position() -> Node:
return cockpit
return $cockpit
func get_hood_position() -> Node:
return hood
return $hood
func get_bumper_position() -> Node:
return bumper
return $bumper
func get_static_follow_position() -> Node:
return static_follow
return $static_follow
func _integrate_forces(state: PhysicsDirectBodyState) -> void:
@ -112,10 +121,11 @@ func _handle_gear_switch(delta: float):
if gear_timer > 0:
gear_timer = max(0, gear_timer - delta)
if clutch_position > 0.8 or GlobalSettings.auto_clutch or GlobalSettings.automatic_transmission:
if Input.is_action_just_pressed("gear_up"):
_gear_up()
if Input.is_action_just_pressed("gear_down"):
_gear_down()
match inputs.gear_request:
GearRequest.UP:
_gear_up()
GearRequest.DOWN:
_gear_down()
func _gear_up():
@ -158,10 +168,10 @@ func _lerp_rpm(from, to, delta, factor):
func _physics_process(delta: float):
_update_wheels_smoke()
clutch_position = Input.get_action_strength("clutch")
clutch_position = inputs.clutch
_handle_gear_switch(delta)
var throttle = Input.get_action_strength("throttle")
var brake_input = Input.get_action_strength("brake")
var throttle = inputs.throttle
var brake_input = inputs.brake
var wheel_rpm = traction_wheels[0].get_rpm()
var speed = wheel_rpm * 2.0 * PI * rrwheel.wheel_radius / 60.0 * 3600.0 / 1000.0
@ -215,7 +225,7 @@ func _physics_process(delta: float):
brake = brake_input * max_brake_force
engine_force = throttle * final_input * max_engine_force
var handbrake = Input.get_action_strength("handbrake")
var handbrake = inputs.handbrake
rrwheel.brake = handbrake * max_brake_force
rlwheel.brake = handbrake * max_brake_force
@ -228,12 +238,7 @@ func _physics_process(delta: float):
emit_signal("speed_updated", speed, speed / expected_max_speed)
emit_signal("rpm_updated", rpm, rpm_factor)
var steering_input = (
Input.get_action_strength("steer_left")
- Input.get_action_strength("steer_right")
)
if abs(steering_input) < 0.05:
steering_input = 0.0
var steering_input = inputs.steering
var steer_speed_factor = clamp(speed / max_steer_speed, 0.0, 1.0)