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-rw-r--r--Scripts/car_behaviour.gd48
1 files changed, 39 insertions, 9 deletions
diff --git a/Scripts/car_behaviour.gd b/Scripts/car_behaviour.gd
index 2ef9fb9..1a69b37 100644
--- a/Scripts/car_behaviour.gd
+++ b/Scripts/car_behaviour.gd
@@ -1,9 +1,10 @@
extends CharacterBody2D
# editor variables
-@export var max_speed = 300
-@export var steer_force = 0.1
-@export var acceleration = 0.0
+@export var max_speed = 800
+@export var steer_force = 20
+@export var acceleration = 8
+@export var mass = 1.0
@export var look_ahead = 75
@export var num_rays = 32
@export var driving = false
@@ -28,15 +29,19 @@ func _ready():
func _physics_process(delta):
if not driving:
+ $Sprite2D.hide()
return
+
+ $Sprite2D.show()
# Code for getting the next desired direction based on the environment
set_interest()
set_danger()
choose_direction()
- # example_movement(delta)
- own_movement(delta)
+# example_movement(delta)
+# own_movement(delta)
+ own_movement_improved(delta)
func set_interest():
@@ -91,13 +96,38 @@ func example_movement(delta):
rotation = velocity.angle()
move_and_collide(velocity * delta)
+
func own_movement(delta):
var desired_velocity = chosen_dir.rotated(rotation) * max_speed
+
+ var new_speed = lerpf(velocity.length(), max_speed, acceleration)
+ var new_angle = lerp_angle(velocity.angle(), desired_velocity.angle(), steer_force)
+
+ velocity = Vector2.from_angle(new_angle) * new_speed
+ rotation = new_angle
+ move_and_collide(velocity * delta)
+
+
+func own_movement_improved(delta):
+ var desired_velocity = chosen_dir.rotated(rotation) * max_speed
+ print('==========')
+ print('current speed: ', velocity.length(), ' | current angle: ', velocity.angle())
+ print('desired speed: ', desired_velocity.length(), ' | desired angle: ', desired_velocity.angle())
- var actual_speed = lerpf(velocity.length(), max_speed, acceleration)
- var actual_angle = lerp_angle(velocity.angle(), desired_velocity.angle(), steer_force)
+# var possible_radius = mass * velocity.length_squared() / steer_force
+# var possible_steer_angle = velocity.length() / possible_radius
+ var possible_steer_angle = steer_force / (mass * velocity.length())
+ var angle_change = clampf(wrapf(desired_velocity.angle() - velocity.angle(), -PI, PI), -possible_steer_angle, possible_steer_angle)
+ var new_angle = wrapf(velocity.angle() + angle_change, -PI, PI)
+ print('possible_steer_angle: ', possible_steer_angle, ' | angle_change: ', angle_change, ' | new_angle: ', new_angle )
- velocity = Vector2.from_angle(actual_angle) * actual_speed
- rotation = actual_angle
+ var wanted_speed = steer_force / (mass * absf(desired_velocity.angle() - velocity.angle()))
+ var new_max_speed = min(velocity.length() + (acceleration), max_speed)
+ var new_min_speed = max(velocity.length() - (acceleration), 0)
+ var new_speed = clampf(wanted_speed, new_min_speed, new_max_speed)
+ print('wanted: ', wanted_speed, ' | min: ', new_min_speed, ' | max: ', new_max_speed, ' | new: ', new_speed)
+ velocity = Vector2.from_angle(new_angle) * new_speed
+ rotation = new_angle
move_and_collide(velocity * delta)
+