small racing game im working on
Diffstat (limited to 'classes/car.gd')
| -rw-r--r-- | classes/car.gd | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/classes/car.gd b/classes/car.gd index 30fa613..d094976 100644 --- a/classes/car.gd +++ b/classes/car.gd @@ -29,7 +29,6 @@ var gear_timer := 0.0 var throttle := 0.0 var skids: Array[Array] - func ratio() -> float: match current_gear: 0: return 0 @@ -124,17 +123,15 @@ func _physics_process(delta: float): limit(delta) for i in 4: - particles[i].emitting = wheels[i].get_skidinfo() < (.2 if i > 2 else .8) and wheels[i].is_in_contact() and kph() > 30 + particles[i].emitting = wheels[i].get_skidinfo() < (.2 if i > 2 else .99) and wheels[i].is_in_contact() and kph() > 30 if particles[i].emitting: - particles[i].amount = ceil(100 * (1 - wheels[i].get_skidinfo())) + particles[i].amount = clampf(ceil(150 * (1 - wheels[i].get_skidinfo())) * 1 if i > 2 else 8, 0, 150) var init := false if !skids[i][-1].active: init = true skids[i].append(trail_scene.instantiate() as Trail3D) get_parent().add_child(skids[i][-1]) - (skids[i][-1] as Trail3D).add(wheels[i].global_position - Vector3(0, .661, 0)) - if not init and Engine.get_physics_frames() % 4 == 0: - (skids[i][-1] as Trail3D).add(wheels[i].global_position - Vector3(0, .661, 0)) + (skids[i][-1] as Trail3D).add(wheels[i].global_position - Vector3(0, .661, 0)) elif skids[i][-1].active: skids[i][-1].active = false |