diff options
Diffstat (limited to '')
| -rw-r--r-- | Scripts/car_behaviour.gd | 45 | 
1 files changed, 36 insertions, 9 deletions
| diff --git a/Scripts/car_behaviour.gd b/Scripts/car_behaviour.gd index 2ef9fb9..8c22bf3 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 @@ -35,8 +36,9 @@ func _physics_process(delta):  	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 +93,38 @@ 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) + | 
