this is working kinda but looses the accelerator

This commit is contained in:
Tabby 2025-04-20 20:56:45 +10:00
parent 0aff08887e
commit 6d0b178fa9
2 changed files with 10 additions and 7 deletions

View file

@ -128,6 +128,6 @@ func format_time(time : float, include_minutes : bool) -> String:
func _on_intro_player_finished() -> void:
state = State.game
music_player.play()
#for player in players:
#player.start_engine()
for player in players:
player.start_engine()

View file

@ -5,19 +5,21 @@ var id : int = 0
var score : int = 0
var scorecard : Scorecard
var alive : bool = true
var lifetime : float = 0
@export var start_speed = 100
@export var animated_sprite : AnimatedSprite2D
func _ready() -> void:
var frame : int = randi_range(0, animated_sprite.sprite_frames.get_frame_count("default")-1)
var direction : Vector2 = Vector2 (randf_range(-1,1), randf_range(-1,1))
apply_force( direction.normalized() * start_speed)
#animated_sprite.frame = frame
func start_engine():
var direction : Vector2 = Vector2 (randf_range(-1,1), randf_range(-1,1))
apply_force( direction.normalized() * start_speed)
func setup():
animated_sprite.frame = id
@ -31,8 +33,9 @@ func respawn_shiny():
func _process(delta: float) -> void:
scorecard.score = score
scorecard.alive = alive
if(linear_velocity.length() < 35):
linear_velocity *= 1.1
lifetime += delta
#if(linear_velocity.length() < 35 and lifetime > 3):
#linear_velocity *= 1.1
if(not alive):
modulate = Color("ffffff42")
contact_monitor = false