Add reset mechanic when out of bounds
parent
0b46991f45
commit
f7bd4f6880
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@ -14,6 +14,11 @@ _global_script_classes=[ {
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"language": "GDScript",
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"language": "GDScript",
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"path": "res://scenes/base_track_level.gd"
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"path": "res://scenes/base_track_level.gd"
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}, {
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}, {
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"base": "VehicleBody",
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"class": "BuggedVehicle",
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"language": "GDScript",
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"path": "res://vehicles/vehicle.gd"
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}, {
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"base": "Particles",
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"base": "Particles",
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"class": "TireSmoke",
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"class": "TireSmoke",
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"language": "GDScript",
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"language": "GDScript",
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@ -26,6 +31,7 @@ _global_script_classes=[ {
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} ]
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} ]
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_global_script_class_icons={
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_global_script_class_icons={
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"BaseTrackLevel": "",
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"BaseTrackLevel": "",
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"BuggedVehicle": "",
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"TireSmoke": "",
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"TireSmoke": "",
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"Track": ""
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"Track": ""
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}
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}
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@ -3,19 +3,32 @@ extends Spatial
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const camera = preload("res://player/camera.tscn")
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const camera = preload("res://player/camera.tscn")
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onready var spawn_point = $PlayerSpawnLocation
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onready var spawn_point = $PlayerSpawnLocation
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onready var track = $Track
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var player_node: Node
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var player_node: Node
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var gui: Node
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var gui: Node
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func _ready() -> void:
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func _ready() -> void:
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player_node.global_transform = spawn_point.global_transform
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player_node.global_transform = spawn_point.global_transform
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add_child(player_node)
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add_child(player_node)
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add_child(gui)
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add_child(gui)
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var player_camera = camera.instance()
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var player_camera = camera.instance()
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player_camera.global_transform = spawn_point.global_transform
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player_camera.global_transform = spawn_point.global_transform
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player_camera.global_transform.origin = -spawn_point.global_transform.basis.z * 1000
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player_camera.global_transform.origin -= spawn_point.global_transform.basis.z * 1000
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player_camera.follow_target_path = player_node.get_path()
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player_camera.follow_target_path = player_node.get_path()
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add_child(player_camera)
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add_child(player_camera)
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func spawn_player(player_node: Node, gui: Node) -> void:
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func spawn_player(player_node: Node, gui: Node) -> void:
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self.player_node = player_node
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self.player_node = player_node
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self.gui = gui
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self.gui = gui
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func reset_player_to(node_to_reset_to: Node, player_node: BuggedVehicle) -> void:
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player_node.reset_transform = node_to_reset_to.global_transform
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player_node.reset_transform.origin += node_to_reset_to.global_transform.basis.y * 15
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func _on_ResetArea_body_entered(body: Node) -> void:
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if body.get_groups().has("car"):
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reset_player_to(track.get_last_checkpoint(), body)
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@ -1,4 +1,4 @@
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[gd_scene load_steps=9 format=2]
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[gd_scene load_steps=10 format=2]
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[ext_resource path="res://scenes/base_track_level.tscn" type="PackedScene" id=1]
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[ext_resource path="res://scenes/base_track_level.tscn" type="PackedScene" id=1]
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[ext_resource path="res://assets/dirttrack.png" type="Texture" id=2]
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[ext_resource path="res://assets/dirttrack.png" type="Texture" id=2]
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@ -76,6 +76,9 @@ albedo_color = Color( 0.0862745, 0.929412, 0.858824, 1 )
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material = SubResource( 2 )
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material = SubResource( 2 )
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flip_faces = true
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flip_faces = true
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[sub_resource type="BoxShape" id=8]
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extents = Vector3( 226.72, 25.6138, 197.933 )
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[node name="Spatial" instance=ExtResource( 1 )]
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[node name="Spatial" instance=ExtResource( 1 )]
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[node name="PlayerSpawnLocation" parent="." index="1"]
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[node name="PlayerSpawnLocation" parent="." index="1"]
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@ -124,3 +127,11 @@ material = SubResource( 7 )
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transform = Transform( 224.434, 0, 0, 0, 224.434, 0, 0, 0, 224.434, 0, 0, 0 )
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transform = Transform( 224.434, 0, 0, 0, 224.434, 0, 0, 0, 224.434, 0, 0, 0 )
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mesh = SubResource( 3 )
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mesh = SubResource( 3 )
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material/0 = null
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material/0 = null
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[node name="ResetArea" type="Area" parent="." index="5"]
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[node name="CollisionShape" type="CollisionShape" parent="ResetArea" index="0"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -106.576, 0 )
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shape = SubResource( 8 )
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[connection signal="body_entered" from="ResetArea" to="." method="_on_ResetArea_body_entered"]
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@ -18,6 +18,9 @@ var last_checkpoint = -1
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var start_time = 0
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var start_time = 0
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var current_time = 0
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var current_time = 0
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func get_last_checkpoint() -> Node:
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return checkpoints.get_child(max(0, last_checkpoint))
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func _ready() -> void:
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func _ready() -> void:
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start_time = OS.get_ticks_msec()
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start_time = OS.get_ticks_msec()
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var length = path.curve.get_baked_length()
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var length = path.curve.get_baked_length()
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@ -1,3 +1,4 @@
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class_name BuggedVehicle
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extends VehicleBody
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extends VehicleBody
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signal speed_updated(speed_kph, speed_percent)
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signal speed_updated(speed_kph, speed_percent)
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@ -49,6 +50,8 @@ onready var engine_sound_player: AudioStreamPlayer3D = $engine_sound_player
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onready var engine_sound_playback: AudioStreamPlayback = $engine_sound_player.get_stream_playback()
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onready var engine_sound_playback: AudioStreamPlayback = $engine_sound_player.get_stream_playback()
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var traction_wheels: Array
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var traction_wheels: Array
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var reset_transform: Transform = Transform.IDENTITY
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func _ready():
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func _ready():
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for wheel in [frwheel, flwheel, rrwheel, rlwheel]:
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for wheel in [frwheel, flwheel, rrwheel, rlwheel]:
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@ -58,6 +61,11 @@ func _ready():
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_generate_engine_sound(0)
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_generate_engine_sound(0)
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engine_sound_player.play()
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engine_sound_player.play()
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func _integrate_forces(state: PhysicsDirectBodyState) -> void:
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if reset_transform != Transform.IDENTITY:
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state.set_transform(reset_transform)
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reset_transform = Transform.IDENTITY
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func _get_gear_ratio():
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func _get_gear_ratio():
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if gear == 0:
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if gear == 0:
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return 0
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return 0
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@ -66,6 +74,7 @@ func _get_gear_ratio():
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else:
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else:
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return gear_ratios[gear - 1]
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return gear_ratios[gear - 1]
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func _handle_gear_switch(delta: float):
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func _handle_gear_switch(delta: float):
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if gear_timer > 0:
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if gear_timer > 0:
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gear_timer = max(0, gear_timer - delta)
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gear_timer = max(0, gear_timer - delta)
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@ -81,23 +90,31 @@ func _handle_gear_switch(delta: float):
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gear_timer = gear_switch_time * (2 - clutch_position)
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gear_timer = gear_switch_time * (2 - clutch_position)
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emit_signal("gear_updated", gear)
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emit_signal("gear_updated", gear)
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func _has_traction():
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func _has_traction():
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for wheel in traction_wheels:
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for wheel in traction_wheels:
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if wheel.is_in_contact():
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if wheel.is_in_contact():
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return true
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return true
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return false
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return false
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func _update_wheels_smoke():
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func _update_wheels_smoke():
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for wheelnsmoke in [[frwheel, frsmoke], [flwheel, flsmoke], [rrwheel, rrsmoke], [rlwheel, rlsmoke]]:
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for wheelnsmoke in [
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[frwheel, frsmoke], [flwheel, flsmoke], [rrwheel, rrsmoke], [rlwheel, rlsmoke]
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]:
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wheelnsmoke[1].update(wheelnsmoke[0].get_skidinfo())
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wheelnsmoke[1].update(wheelnsmoke[0].get_skidinfo())
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func _lerp_rpm(from, to, delta, factor):
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func _lerp_rpm(from, to, delta, factor):
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var new_val = lerp(from, to, factor)
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var new_val = lerp(from, to, factor)
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if abs(from - new_val) > MAX_RPM_LOSS_PS * delta:
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if abs(from - new_val) > MAX_RPM_LOSS_PS * delta:
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var new_factor = inverse_lerp(from, to, from - sign(from - new_val) * MAX_RPM_LOSS_PS * delta)
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var new_factor = inverse_lerp(
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from, to, from - sign(from - new_val) * MAX_RPM_LOSS_PS * delta
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)
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new_val = lerp(from, to, new_factor)
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new_val = lerp(from, to, new_factor)
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return new_val
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return new_val
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func _physics_process(delta: float):
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func _physics_process(delta: float):
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_update_wheels_smoke()
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_update_wheels_smoke()
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clutch_position = Input.get_action_strength("clutch")
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clutch_position = Input.get_action_strength("clutch")
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@ -142,7 +159,10 @@ func _physics_process(delta: float):
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emit_signal("speed_updated", speed, speed / EXPECTED_MAX_SPEED)
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emit_signal("speed_updated", speed, speed / EXPECTED_MAX_SPEED)
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emit_signal("rpm_updated", rpm, rpm_factor)
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emit_signal("rpm_updated", rpm, rpm_factor)
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var steering_input = Input.get_action_strength("steer_left") - Input.get_action_strength("steer_right")
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var steering_input = (
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Input.get_action_strength("steer_left")
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- Input.get_action_strength("steer_right")
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)
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if abs(steering_input) < 0.05:
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if abs(steering_input) < 0.05:
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steering_input = 0.0
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steering_input = 0.0
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elif steer_curve:
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elif steer_curve:
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@ -155,6 +175,7 @@ func _physics_process(delta: float):
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steering = steering_input * lerp(max_steer_angle_rad, speed_steer_angle_rad, steer_speed_factor)
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steering = steering_input * lerp(max_steer_angle_rad, speed_steer_angle_rad, steer_speed_factor)
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func _generate_engine_sound(rpm_factor):
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func _generate_engine_sound(rpm_factor):
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engine_sound_player.pitch_scale = BASE_ENGINE_PITCH + 2 * rpm_factor
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engine_sound_player.pitch_scale = BASE_ENGINE_PITCH + 2 * rpm_factor
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var to_fill = engine_sound_playback.get_frames_available()
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var to_fill = engine_sound_playback.get_frames_available()
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@ -165,6 +186,11 @@ func _generate_engine_sound(rpm_factor):
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var fill_percent = 0.0
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var fill_percent = 0.0
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while to_fill > 0:
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while to_fill > 0:
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engine_sound_playback.push_frame(Vector2(1.0, 1.0) * factor)
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engine_sound_playback.push_frame(Vector2(1.0, 1.0) * factor)
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factor += cos(factor) * sin(factor) * (1 + to_fill % 2) * ((sound_curve.interpolate_baked(fill_percent) - 0.5) * 2)
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factor += (
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cos(factor)
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* sin(factor)
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* (1 + to_fill % 2)
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* ((sound_curve.interpolate_baked(fill_percent) - 0.5) * 2)
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)
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to_fill -= 1
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to_fill -= 1
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fill_percent += fill_segment
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fill_percent += fill_segment
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