终点线
Coddy Godot 游戏:霓虹赛道 课程的第 12 课,共 20 课。
跑完三圈,比赛就结束了。state 表示比赛进行到哪一步,race_time 记录整场比赛的时间:
const LAPS := 3
var state := "racing"
var race_time := 0.0当圈数达到 LAPS 时,比赛结束:状态变为完成,赛车不再响应按键,并显示时间。完成后,比赛不会再进行任何操作:
func finish_race() -> void:
state = "done"
car.active = false
$HUD/Message.text = "Finished!\nTime %s" % clock(race_time)在 car.gd 中,active 决定是否读取按键。将油门和转向初始值设为 0,并且只在处于活动状态时读取它们:
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")挑战
中等跑完三圈后,比赛结束。
- 在
race.gd中添加上面的代码行,每帧累加race_time,并以if state == "done": return作为_physics_process的开头。 - 编写
finish_race;当laps >= LAPS时,finish_lap会调用它。 - 在
$HUD/Lap中显示"Lap %d/%d" % [mini(laps + 1, LAPS), LAPS]。 - 在
car.gd中添加var active := true,并且只在激活时读取按键。
按下 “开始”,跑完三圈:你的用时就会显示出来。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
这节课包含一个小测验。开始学习即可作答,并记录你的进度。
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