From 1001ada5457f14ebf7ffc7a169ca1a57243a35d5 Mon Sep 17 00:00:00 2001 From: magnetotail Date: Sat, 12 Jun 2021 13:37:56 +0200 Subject: [PATCH] driving backwards --- Playa.gd | 23 +++++++++++------------ 1 file changed, 11 insertions(+), 12 deletions(-) diff --git a/Playa.gd b/Playa.gd index f72a379..30c90b4 100644 --- a/Playa.gd +++ b/Playa.gd @@ -1,8 +1,8 @@ extends KinematicBody2D -export var ACCELERATION = 50 -export var MAX_SPEED = 100 -export var FRICTION = 30 +export var ACCELERATION = 60 +export var MAX_SPEED = 150 +export var FRICTION = 50 var velocity = Vector2.ZERO @@ -13,23 +13,22 @@ func _ready(): func _physics_process(delta): var direction = Vector2.UP.rotated(rotation).normalized() #Playerrotation nehmen ist sicherer - var is_accellerating = Input.is_action_pressed("ui_up") + var forward_backward = Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down") - if is_accellerating: - velocity = velocity.move_toward(direction * MAX_SPEED, ACCELERATION * delta) + + if forward_backward != 0: + velocity = velocity.move_toward(direction * MAX_SPEED * forward_backward, ACCELERATION * delta) else: velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta) var steer_dir = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left") - if steer_dir != 0: - var direction_new = direction.rotated(PI/2 * steer_dir * delta) - print(PI/8 * delta) + if steer_dir != 0 && velocity.length() > 0: + var direction_new = direction.rotated(PI/1.5 * steer_dir * delta) + print(velocity.length()) #print(velocity.angle_to(velocity.rotated(direction_new.angle()))) velocity = velocity.rotated(direction.angle_to(direction_new)) rotate(direction.angle_to(direction_new)) - - #print(velocity) - move_and_collide(velocity * delta) + velocity = move_and_slide(velocity)