bugged-racing/player/vehicle_controller.gd

64 lines
2.1 KiB
GDScript

class_name PlayerVehicleController
extends Node
export(NodePath) var input_sink_path = null
onready var _input_sink = get_node(input_sink_path)
func _physics_process(delta: float) -> void:
var steering_sensitivity = GlobalSettings.steering_sensitivity
var return_speed = GlobalSettings.return_speed
var throttle_sensitivity = GlobalSettings.throttle_sensitivity
var brake_sensitivity = GlobalSettings.brake_sensitivity
var steering_deadzone_inner = GlobalSettings.steering_deadzone_inner
var steering_deadzone_outer = GlobalSettings.steering_deadzone_outer
_input_sink.inputs.throttle = move_toward(
_input_sink.inputs.throttle,
Input.get_action_strength("throttle"),
lerp(delta, 1, throttle_sensitivity)
)
_input_sink.inputs.clutch = Input.get_action_strength("clutch")
_input_sink.inputs.brake = move_toward(
_input_sink.inputs.brake,
Input.get_action_strength("brake"),
lerp(delta, 1, brake_sensitivity)
)
_input_sink.inputs.handbrake = Input.get_action_strength("handbrake")
var steering_input = (
Input.get_action_strength("steer_left")
- Input.get_action_strength("steer_right")
)
if abs(steering_input) <= steering_deadzone_inner:
steering_input = 0.0
if abs(steering_input) >= (1 - steering_deadzone_outer):
steering_input = 1.0 * sign(steering_input)
if (
abs(steering_input) > steering_deadzone_inner
and abs(steering_input) < (1 - steering_deadzone_outer)
):
steering_input = (
sign(steering_input)
* inverse_lerp(
steering_deadzone_inner, 1 - steering_deadzone_outer, abs(steering_input)
)
)
var steering_factor = steering_sensitivity
if abs(_input_sink.inputs.steering) > abs(steering_input):
steering_factor *= return_speed
_input_sink.inputs.steering = move_toward(
_input_sink.inputs.steering, steering_input, lerp(delta, 1, steering_factor)
)
if Input.is_action_just_pressed("gear_up"):
_input_sink.inputs.gear_request = BuggedVehicle.GearRequest.UP
elif Input.is_action_just_pressed("gear_down"):
_input_sink.inputs.gear_request = BuggedVehicle.GearRequest.DOWN
else:
_input_sink.inputs.gear_request = BuggedVehicle.GearRequest.NONE