## Introducing variables#

This section is work in progress

## Rotating the direction vector#

### Option 2: Maybe faster#

Needs to be normalized perpendicular vector work in progress

## Full code#

Car.gd

``````
extends KinematicBody2D

const max_speed_forward = 40000
const max_speed_backwards = 15000

const accel = 0.5
const deaccel = 0.4
const deaccel_break = 0.7

var current_direction = Vector2(0, -1)

var rotation_speed = 5

var current_speed = 0

var current_turn = 0

func perpendicular_vector(vec: Vector2):
return Vector2(vec.y, -vec.x)

func _physics_process(delta):
# Change forward velocity based on up and down input
if Input.is_action_pressed("ui_down"):
if current_speed < 0: # When we go forward
current_speed += deaccel_break * delta
elif current_speed < 1: # When we go backwards
current_speed += accel * delta
elif Input.is_action_pressed("ui_up"):
if current_speed > -1:
current_speed -= accel * delta
else: # When player isn't holding anything, deaccelerate
if current_speed < -0.01: # When we go forward
current_speed += deaccel * delta
elif current_speed > 0.01: # When we go backwards
current_speed -= deaccel * delta
else: # STOP
current_speed = 0

# Setting the current turn direction
if Input.is_action_pressed("ui_left"):
current_turn = delta
elif Input.is_action_pressed("ui_right"):
current_turn = -delta
else:
current_turn = 0

# Add a scaled down perpendicular vector of current dirrection to the direction.
# This will result in changing the direction vector each frame when player is holding
# right/left keys
# Multypling by current speed is optional (This way you prevent turning around on one place)
current_direction += perpendicular_vector(current_direction) * current_turn * rotation_speed * -current_speed

# Normalize the vector, so the direction is preserved but size remains the same.
# This prevents acceleration bug
current_direction = current_direction.normalized()

# Visual rotation of our kinematic body. I add 90 because of the direction my car sprite is turned
rotation_degrees = rad2deg(current_direction.angle()) + 90

# Application of the result movement
var move_vector = current_direction * -current_speed * delta
if current_speed > 0:
move_vector *= max_speed_backwards
else:
move_vector *= max_speed_forward
move_and_slide(move_vector)

``````