倒计时
Coddy Godot 游戏:霓虹赛道 课程的第 17 课,共 20 课。
比赛从灯光倒计时开始:3、2、1、GO。GO 之前,没人移动。
将比赛设为第三种状态 countdown,倒计时设为 3 秒,并在 _ready 中冻结所有汽车。倒计时期间,显示剩余秒数,其他什么也不做:
if state == "countdown":
countdown -= delta
$HUD/Message.text = str(ceili(countdown)) if countdown > 0.0 else "GO!"
if countdown <= 0.0:
state = "racing"
car.active = true
for rival in rivals:
rival.active = true
returnceili 会向上取整,所以剩余 2.4 秒时会显示 3。GO 后继续倒计时,并在时钟到达 -1 时清除消息,也就是一秒后:
if countdown > -1.0:
countdown -= delta
if countdown <= -1.0:
$HUD/Message.text = ""挑战
简单用倒计时开始比赛。
- 将
state设为"countdown",并添加var countdown := 3.0。 - 在
_ready中,将car.active和每个对手的active设为 false。 - 将倒计时代码块放在
_physics_process的开头。 - 在 done 检查之后,添加上面的清除代码块。
按下“开始”:画面会显示 3、2、1、GO!,然后比赛开始。接着按“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
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
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