Files
chaussette.sale/vehicules/car.gd
Thomas dcb63f7fe0 Les voitures ont un meilleur gps
Les voiture maintenant suivent des coordonnées fournies par un AStarGrid2D
au lieu de bétement faire une diagonale vers le prochain point du lapin
ce qui fait que, maintenant elle ne peuvent plus vraiment monter sur les
troitoirs car ils ne font pas partis du calque de navigation.
2025-02-25 11:37:45 +01:00

54 lines
1.6 KiB
GDScript

class_name Car
extends CharacterBody2D
@export var debugLabel: Label
@export var speed = 750 # How fast the car will move (pixels/sec).
@export var acceleration = speed / 100
@export var slowZoneSpeed = 300
var current_speed = speed;
@onready var animation_tree := $AnimationTree
@onready var state_machine := animation_tree.get("parameters/driving/playback") as AnimationNodeStateMachinePlayback
var brakePedal = false;
var fullStop = false;
var last_facing_direction = Vector2(0,-1) # facing north
var targetGlobalPosition = null
var direction = Vector2(0,0)
func moveTo(position: Vector2) -> void:
targetGlobalPosition = position;
func updateFacingDirectionInAnimationTree():
animation_tree.set("parameters/CarStates/driving/blend_position", last_facing_direction)
animation_tree.set("parameters/CarStates/idling/blend_position", last_facing_direction)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
$ZIndexControler/ShapeCast2D.enabled = !$CollisionHorizontal.disabled
if brakePedal:
if fullStop:
current_speed = max(0, current_speed - acceleration)
else:
current_speed = max(slowZoneSpeed, current_speed - acceleration)
else:
current_speed = min(current_speed + acceleration, speed)
if (targetGlobalPosition != null):
direction = (targetGlobalPosition - global_position).normalized()
velocity = direction * current_speed
move_and_slide()
if velocity:
last_facing_direction = velocity.normalized()
updateFacingDirectionInAnimationTree()
func brake(needsToStop : bool):
brakePedal = true;
fullStop = needsToStop;
func accelerate():
brakePedal = false;