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65 lines
1.7 KiB
65 lines
1.7 KiB
extends Spatial
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var player:Player
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const MAX_OFFSET = 8.0
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const OFFSET_STEPS = 0.01
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var break_constrain = 0.0
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export var overspeed_rate:float = 0.3
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export var underspeed_rate:float = 0.1
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func _physics_process(delta):
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if is_network_master() && player != null:
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if player.is_out:
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if player.is_resetable:
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player.reset()
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else:
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if player.get_road() != null:
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var road = player.get_road()
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var rate = util.randf()
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var speed = player.current_speed
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var offset = 0
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var distance = player.follow.get_offset()
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var tmp_break_constrain = 0.0
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break_constrain = 0.0
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while tmp_break_constrain == 0.0 and offset < MAX_OFFSET && road != null:
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var constrain_index = road.get_constrain_index(distance)
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var road_length = road.get_lane_curve(player.lane).get_baked_length()
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if constrain_index >= 0:
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tmp_break_constrain = road.speed_constrains[constrain_index].z
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if tmp_break_constrain > break_constrain:
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break_constrain = tmp_break_constrain
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distance += OFFSET_STEPS
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offset += OFFSET_STEPS
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if distance >= road_length:
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distance = 0
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road = gamestate.game.route.get_road(road.get_index()+1)
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if break_constrain > 0 && speed > break_constrain - 0.04 && rate > overspeed_rate:
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player.thrust = -1
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elif speed - 0.08 < break_constrain && rate > underspeed_rate:
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player.thrust = 1
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elif break_constrain == 0 && rate > underspeed_rate:
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player.thrust = 1
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else:
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player.thrust = 0
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func set_player(path:String):
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player = get_node(path)
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get_node("inventory").set_player(player)
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func set_overspeed_rate(new_overspeed_rate:float):
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overspeed_rate = new_overspeed_rate
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func set_underspeed_rate(new_underspeed_rate:float):
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underspeed_rate = new_underspeed_rate
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