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결과

Coddy의 Godot 게임: 네온 서킷 코스 레슨. 20개 중 18번째.

완주 결과에는 어떻게 했는지가 표시되어야 합니다. 당신도 finished 목록에 추가되므로, 결승선을 통과할 때 목록의 길이가 순위가 됩니다:

finished.append("Car")
var place := finished.size()
var words := "You win!" if place == 1 else "You finished %s" % ordinal(place)

결승선을 통과한 뒤에는 경주 거리가 더 이상 의미가 없으므로, 위치는 목록에서 가져옵니다:

if state == "done":
	return finished.find("Car") + 1
challenge icon

챌린지

쉬움
  1. finish_race에서 자동차를 목록에 추가하고 words를 계산하세요.
  2. "%s\nTime %s" % [words, clock(race_time)]를 표시하세요.
  3. 위의 완료 확인으로 position_in_race를 시작하세요.

직접 해보기

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

Godot 게임: 네온 서킷의 모든 레슨

직접 연습해 보세요: Godot 플레이그라운드