bugged-racing/vehicles/buggy.gd

132 lines
4.3 KiB
GDScript

extends VehicleBody
export (float) var MAX_STEER_ANGLE = 25
export (float) var SPEED_STEER_ANGLE = 10
export (float) var MAX_STEER_SPEED = 100.0
export (float) var MAX_STEER_INPUT = 80.0
export (float) var STEER_SPEED = 1.0
onready var max_steer_angle_rad: float = deg2rad(MAX_STEER_ANGLE)
onready var speed_steer_angle_rad: float = deg2rad(SPEED_STEER_ANGLE)
onready var max_steer_input_rad: float = deg2rad(MAX_STEER_INPUT)
export (Curve) var steer_curve = null
var steer_target = 0.0
var steer_angle = 0.0
export (float) var MAX_ENGINE_FORCE = 50.0
export (float) var MAX_BRAKE_FORCE = 50.0
export (float) var THROTTLE_POWER = 10000.0
export (float) var MAX_RPM_LOSS_PS = 3000.0
export (Array) var gear_ratios = [ 6, 5, 4, 3, 2, 1.0 ]
export (float) var reverse_ratio = -6.0
export (float) var final_drive = 3.38
export (float) var max_rpm = 7000
export (float) var min_rpm = 900
export (float) var gear_switch_time = 0.2
export (Curve) var power_curve = null
var clutch_position: float = 0.0
var rpm = 0
var gear = 1
var gear_timer = 0
onready var frwheel: VehicleWheel = $front_right
onready var flwheel: VehicleWheel = $front_left
onready var rrwheel: VehicleWheel = $rear_right
onready var rlwheel: VehicleWheel = $rear_left
var traction_wheels: Array
func _ready():
for wheel in [frwheel, flwheel, rrwheel, rlwheel]:
if wheel.use_as_traction:
traction_wheels.append(wheel)
func _get_gear_ratio():
if gear == 0:
return 0
elif gear == -1:
return reverse_ratio
else:
return gear_ratios[gear - 1]
func _handle_gear_switch(delta: float):
if gear_timer > 0:
gear_timer = max(0, gear_timer - delta)
elif clutch_position > 0.8:
if Input.is_action_just_pressed("gear_up"):
if gear + 1 <= gear_ratios.size():
gear += 1
gear_timer = gear_switch_time * (2 - clutch_position)
if Input.is_action_just_pressed("gear_down"):
if gear - 1 >= -1:
gear -= 1
gear_timer = gear_switch_time * (2 - clutch_position)
func _has_traction():
for wheel in traction_wheels:
if wheel.is_in_contact():
return true
return false
func _lerp_rpm(from, to, delta, factor):
var new_val = lerp(from, to, factor)
if abs(from - new_val) > MAX_RPM_LOSS_PS * delta:
var new_factor = inverse_lerp(from, to, from - sign(from - new_val) * MAX_RPM_LOSS_PS * delta)
new_val = lerp(from, to, new_factor)
return new_val
func _physics_process(delta: float):
clutch_position = Input.get_action_strength("clutch")
_handle_gear_switch(delta)
var throttle = Input.get_action_strength("throttle")
var wheel_rpm = traction_wheels[0].get_rpm()
var final_rpm = abs(wheel_rpm) * final_drive
var transmission_rpm = final_rpm * abs(_get_gear_ratio())
if gear != 0:
rpm = lerp(rpm, transmission_rpm, delta * (1 - clutch_position))
rpm = _lerp_rpm(rpm, min_rpm, delta, delta * clutch_position * 3)
else:
rpm = _lerp_rpm(rpm, min_rpm, delta, delta * 3)
if _has_traction():
rpm += throttle * delta * clutch_position * THROTTLE_POWER
else:
rpm += throttle * delta * THROTTLE_POWER
rpm = clamp(rpm, 0, max_rpm)
var rpm_factor = clamp(rpm / max_rpm, 0.0, 1.0)
var power_factor = power_curve.interpolate_baked(rpm_factor)
# Transfer to transmission
var transmission_input = power_factor * (1 - clutch_position) * _get_gear_ratio()
var final_input = transmission_input * final_drive
brake = Input.get_action_strength("brake") * MAX_BRAKE_FORCE
engine_force = throttle * final_input * MAX_ENGINE_FORCE
var handbrake = Input.get_action_strength("handbrake")
rrwheel.brake = handbrake * MAX_BRAKE_FORCE / 2
rlwheel.brake = handbrake * MAX_BRAKE_FORCE / 2
var speed = wheel_rpm * 2.0 * PI * rrwheel.wheel_radius / 60.0 * 3600.0 / 1000.0
$Info.text = "Gear: %d, KPH: %.0f, RPM: %.0f, TRPM: %.0f, Engine force: %.0f" % [ gear, speed, rpm, transmission_rpm, engine_force ]
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
elif steer_curve:
if steering_input < 0.0:
steering_input = -steer_curve.interpolate_baked(-steering_input)
else:
steering_input = steer_curve.interpolate_baked(steering_input)
var steer_speed_factor = clamp(speed / MAX_STEER_SPEED, 0.0, 1.0)
steer_angle = steering_input * lerp(max_steer_angle_rad, speed_steer_angle_rad, steer_speed_factor)
steering = steer_angle