按顺序通过检查点
Coddy Godot 游戏:霓虹赛道 课程的第 9 课,共 20 课。
比赛需要跑完若干圈,而且只有真正绕赛道跑完一圈才算数。否则,你可以冲过终点线,再倒车回来又冲过去。赛道上因此设置了 8 个等距分布的检查点,你必须按顺序通过它们。
比赛逻辑写在 Main 节点的 race.gd 中。track.offset_of(point) 会告诉你某个点沿赛道绕行的距离,从终点线处的 0 到 track.length。第 k 个检查点位于 k * seg 处:
func check_progress() -> void:
var seg: float = track.length / CHECKPOINTS
var offset: float = track.offset_of(car.position)
var target := next_checkpoint * seg
var gap: float = absf(wrapf(offset - target, -track.length / 2.0, track.length / 2.0))
if gap < 24.0 and track.is_on_road(car.position):
next_checkpoint = (next_checkpoint + 1) % CHECKPOINTSwrapf 会让终点线附近的间距计算保持准确,因为 1390 和 5 只相距 14 像素。% CHECKPOINTS 会让检查点 7 的下一个检查点回到 0,也就是终点线。检查 is_on_road,可以确保抄近路穿过草地不算数。
挑战
中等让比赛按顺序统计检查点。
- 在
race.gd中添加const CHECKPOINTS := 8和var next_checkpoint := 1。 - 使用
@onready获取track($Track)和car($Car)。 - 编写
check_progress,并从_physics_process中调用它。
按下“开始”并绕圈驾驶:目前还不会显示任何新内容,下一课会介绍圈数。然后点击“检查”。
亲手试试
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
@onready var track: Node2D = $"../Track"
func _physics_process(delta: float) -> void:
var throttle := Input.get_axis("move_down", "move_up")
var 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
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