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January 12, 2026 18:31
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Car code from Godot Mario Kart tutorial by Ragdev
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| # This is the code from this video: https://www.youtube.com/watch?v=tksVdsr02yQ | |
| extends Node3D | |
| @onready var Ball = $Ball | |
| @onready var Car = $Car | |
| @onready var RightWheel = $"Car/Model/wheel-front-right" | |
| @onready var LeftWheel = $"Car/Model/wheel-front-left" | |
| @onready var CarBody = $Car/Model/body | |
| @onready var DriftTimer = $DriftTimer | |
| @onready var BoostTimer = $BoostTimer | |
| @onready var Anim = $AnimationPlayer | |
| var acceleration = 70.0 | |
| var steering = 12.0 | |
| var turn_speed = 5 | |
| var body_tilt = 30 | |
| var speed_input = 0 | |
| var rotate_input = 0 | |
| var Drifting = false | |
| var DriftDirection = 0 | |
| var MinimumDrift = false | |
| var Boost = 1 | |
| var DriftBoost = 1.75 | |
| func _physics_process(_delta): | |
| Car.transform.origin = Ball.transform.origin | |
| Ball.apply_central_force(-Car.global_transform.basis.z * speed_input) | |
| func _process(delta): | |
| speed_input = (Input.get_action_strength("Accelerate") - Input.get_action_strength("Brake")) * acceleration | |
| rotate_input = deg_to_rad(steering) * (Input.get_action_strength("SteerLeft") - Input.get_action_strength("SteerRight")) | |
| RightWheel.rotation.y = rotate_input | |
| LeftWheel.rotation.y = rotate_input | |
| if Input.is_action_just_pressed("Drift") and not Drifting and rotate_input != 0 and speed_input > 0: | |
| StartDrift() | |
| if Drifting: | |
| var DriftAmount = 0 | |
| DriftAmount += Input.get_action_strength("SteerLeft") - Input.get_action_strength("SteerRight") | |
| DriftAmount *= deg_to_rad(steering * 0.55) | |
| rotate_input = DriftDirection + DriftAmount | |
| if Drifting and (Input.is_action_just_released("Drift") or speed_input < 1): | |
| StopDrift() | |
| if Ball.linear_velocity.length() > 0.75: | |
| RotateCar(delta) | |
| func RotateCar(delta): | |
| var new_basis = Car.global_transform.basis.rotated(Car.global_transform.basis.y, rotate_input) | |
| Car.global_transform.basis = Car.global_transform.basis.slerp(new_basis, turn_speed * delta) | |
| Car.global_transform = Car.global_transform.orthonormalized() | |
| var t = -rotate_input * Ball.linear_velocity.length() / body_tilt | |
| CarBody.rotation.z = lerp(CarBody.rotation.z, t, 10 * delta) | |
| func StartDrift(): | |
| Drifting = true | |
| Anim.play("Hop") | |
| MinimumDrift = false | |
| DriftDirection = rotate_input | |
| DriftTimer.start() | |
| func StopDrift(): | |
| if MinimumDrift: | |
| Boost = DriftBoost | |
| BoostTimer.start() | |
| Anim.play("ZoomOut") | |
| Drifting = false | |
| MinimumDrift = false | |
| func _on_drift_timer_timeout() -> void: | |
| if Drifting: | |
| MinimumDrift = true | |
| func _on_boost_timer_timeout() -> void: | |
| Boost = 1.0 | |
| Anim.play("ZoomIn") |
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