improve tiretrails
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bf19c6989c
commit
57303f8d57
3 changed files with 9 additions and 3 deletions
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@ -82,6 +82,7 @@ var burnout:float=0 #at 0 is off
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@onready var sfx: Node = $SFX
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var playerid=0
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var finalTime=-1
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@ -113,11 +114,15 @@ func _physics_process(delta: float) -> void:
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var collision = get_slide_collision(i)
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if $".".name==collision.get_collider().name: #collided with another car
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sfx.crashCarToCar(velocity.length())
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#collision.get_collider_velocity().length()
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# velocity-=COLLISION_SLOWDOWN_CAR
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if ROAD_R_NAME==collision.get_collider().name or ROAD_L_NAME==collision.get_collider().name: #collided with road
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if (velocity.length()>MIN_CRASH_VELOCITY):
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velocity/=COLLISION_SLOWDOWN_WALL
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#sfx.crashBarrier(velocity.length())
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sfx.crashBarrier(velocity.length())
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#if get_slide_collision_count()>0:
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# velocity/=2
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@ -20,6 +20,7 @@ func setPlayerinformation(playerid, playercolor):
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cbcar.playerid=playerid
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carbody.modulate = playercolor
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func setCheckpoints(cps,rounds):
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cbcar.checkpoints=cps
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cbcar.checkpointtimes.resize(cps.size()*rounds)
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@ -6,7 +6,7 @@ var isSliding=false
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var currentTrail:Line2D
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const STARTALPHA=0.8
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const STARTALPHA=0.5
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const MAXIMUM_POINTS=100 #maximum points per trail
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const FADETIME=120 #in seconds. how long a trail should last (if alpha would start at 1.0)
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@ -26,7 +26,7 @@ func _physics_process(delta: float) -> void:
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c.queue_free()
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func setSliding(psliding:bool):
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if not isSliding and psliding: #just started sliding
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if not isSliding and psliding: #just started sliding
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#Create new Line
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currentTrail=Line2D.new()
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add_child(currentTrail)
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@ -37,7 +37,7 @@ func setSliding(psliding:bool):
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curve.add_point(Vector2(0.5,1),0,0,Curve.TANGENT_FREE,Curve.TANGENT_FREE)
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curve.add_point(Vector2(1,0),-5,0,Curve.TANGENT_FREE,Curve.TANGENT_FREE)
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currentTrail.width_curve=curve
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currentTrail.set_as_top_level(true)
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currentTrail.set_as_top_level(true) #position is global position
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currentTrail.z_index=8 #above road, behind car
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isSliding=psliding
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