extends RigidBody class_name BodyBase export(int) var player_id var ingame : bool = false var ground : Spatial var current_angle : float func on_ingame(): ground = get_parent().get_node("Arena").get_node("ground") ingame = true axis_lock_linear_x = true func _physics_process(delta): if ingame: current_angle = ((-transform.basis.z).angle_to(ground.transform.basis.y)) var rot_vector = (-transform.basis.z).cross(ground.transform.basis.y) if current_angle > 0.3: apply_torque_impulse(rot_vector * current_angle * 7) elif current_angle > 0.05: apply_torque_impulse(-(rot_vector * current_angle * 20)) else: for body in get_colliding_bodies(): if body.name == "StaticBody": angular_velocity = Vector3.ZERO print("deg: %s" % rad2deg(current_angle)) print("rad: %s" % current_angle)