godot/demos/3d/truck_town/vehicle.gd

55 lines
951 B
GDScript3
Raw Normal View History

Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
2014-10-03 03:10:51 +00:00
extends VehicleBody
# member variables here, example:
# var a=2
# var b="textvar"
const STEER_SPEED=1
const STEER_LIMIT=0.4
var steer_angle=0
var steer_target=0
export var engine_force=40
func _fixed_process(delta):
if (Input.is_action_pressed("ui_left")):
steer_target=-STEER_LIMIT
elif (Input.is_action_pressed("ui_right")):
steer_target=STEER_LIMIT
else:
steer_target=0
if (Input.is_action_pressed("ui_up")):
set_engine_force(engine_force)
else:
set_engine_force(0)
if (Input.is_action_pressed("ui_down")):
set_brake(1)
else:
set_brake(0.0)
if (steer_target < steer_angle):
steer_angle -= STEER_SPEED*delta
if (steer_target > steer_angle):
steer_angle=steer_target
elif (steer_target > steer_angle):
steer_angle += STEER_SPEED*delta
if (steer_target < steer_angle):
steer_angle=steer_target
set_steering(steer_angle)
func _ready():
# Initalization here
set_fixed_process(true)
pass