Slow in the Corners
Lesson 14 of 20 in Coddy's Godot Game: Neon Circuit course.
The rival takes bends flat out, which no driver would. Make it brake for corners. track.turn_ahead(progress, 70.0) says how much the track turns over the next 70 pixels, in radians.
The sharper the bend, the lower the speed it aims for, by up to 18 percent. Then it eases toward that speed, as a car speeds up and slows down:
var turn: float = track.turn_ahead(progress, 70.0)
var target := top_speed * (1.0 - clampf(turn / 3.0, 0.0, 0.18))
speed = move_toward(speed, target, 160.0 * delta)
progress += speed * deltaThe rival now starts from a standstill, like you.
Challenge
Easy- Add
var speed := 0.0torival.gd. - Replace
progress += top_speed * deltawith the four lines above.
Try it yourself
extends Node2D
@export var accel := 260.0
@export var max_speed := 200.0
@export var turn_speed := 3.2
@export var drag := 0.6
@export var grip := 7.0
var velocity := Vector2.ZERO
var boost_time := 0.0
var boost_charge := 0.0
var active := true
@onready var track: Node2D = $"../Track"
func _physics_process(delta: float) -> void:
var throttle := 0.0
var steer := 0.0
if active:
throttle = Input.get_axis("move_down", "move_up")
steer = Input.get_axis("move_left", "move_right")
if Input.is_action_just_pressed("action") and boost_charge >= 1.0:
boost_charge = 0.0
boost_time = 1.0
boost_charge = minf(1.0, boost_charge + delta / 10.0)
$"../HUD/Boost".scale.x = boost_charge
var forward := Vector2.RIGHT.rotated(rotation)
var speed := velocity.dot(forward)
var top := max_speed
var grip_now := grip
if boost_time > 0.0:
boost_time -= delta
top = max_speed * 1.3
velocity += forward * accel * delta
for pad in get_tree().get_nodes_in_group("boost_pads"):
if position.distance_to(pad.position) < 22.0:
boost_time = maxf(boost_time, 0.4)
for oil in get_tree().get_nodes_in_group("oil"):
if position.distance_to(oil.position) < 20.0:
grip_now = grip * 0.12
if not track.is_on_road(position):
top = max_speed * 0.45
velocity *= 1.0 - 2.5 * delta
if throttle < 0.0 and speed > 10.0:
velocity += forward * throttle * accel * 1.6 * delta
else:
velocity += forward * throttle * accel * delta
rotation += steer * turn_speed * delta * clampf(absf(speed) / 90.0, 0.0, 1.0) * signf(speed + 0.01)
var side := forward.orthogonal()
velocity -= side * velocity.dot(side) * minf(1.0, grip_now * delta)
velocity *= 1.0 - drag * delta
if velocity.length() > top:
velocity = velocity.move_toward(velocity.limit_length(top), accel * 2.0 * delta)
position += velocity * delta
$Exhaust.emitting = throttle > 0.0 or boost_time > 0.0
$Flame.visible = boost_time > 0.0
All lessons in Godot Game: Neon Circuit
Practice on your own: Godot playground