bugged-racing/scenes/base_track_level.gd

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class_name BaseTrackLevel
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extends Spatial
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const CAMERA_CONTROLLER = preload("res://player/cameras/camera_controller.gd")
const PLAYER_CONTROLLER = preload("res://player/vehicle_controller.gd")
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var player_node: BuggedVehicle
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var gui: Node
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var camera_controller: CameraController
var player_controller: PlayerVehicleController
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var ready = false
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onready var track = $Track
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func _ready() -> void:
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if player_node != null:
_spawn_in_player()
ready = true
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func spawn_player(player_node: BuggedVehicle, gui: Node) -> void:
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self.player_node = player_node
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self.gui = gui
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if ready:
_spawn_in_player()
func spawn_vehicle(vehicle: BuggedVehicle) -> void:
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vehicle.connect("position_updated", track, "_on_player_position_updated")
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reset_player_to(track.get_furthest_checkpoint(), vehicle)
add_child(vehicle)
func remove_player(peer_id: String) -> void:
get_node(peer_id).queue_free()
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func reset_player_to(node_to_reset_to: Node, player_node: BuggedVehicle) -> void:
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player_node.reset_transform = node_to_reset_to.global_transform.looking_at(
node_to_reset_to.global_transform.translated(
node_to_reset_to.global_transform.basis.z
).origin,
node_to_reset_to.global_transform.basis.y
)
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player_node.reset_transform.origin += node_to_reset_to.global_transform.basis.y * 2
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func _spawn_in_player():
reset_player_to(track.get_furthest_checkpoint(), player_node)
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player_node.connect("position_updated", track, "_on_player_position_updated")
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add_child(player_node)
add_child(gui)
player_controller = PLAYER_CONTROLLER.new()
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player_controller.input_sink_path = player_node.get_path()
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player_node.add_child(player_controller)
camera_controller = CAMERA_CONTROLLER.new()
camera_controller.attach_cameras_to(player_node)
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func _process(_delta: float) -> void:
if Input.is_action_just_released("reset_vehicle"):
reset_player_to(track.get_furthest_checkpoint(), player_node)
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if Input.is_action_just_released("next_camera"):
camera_controller.next_camera()
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camera_controller.update_camera(
(
Input.get_action_strength("turn_camera_right")
- Input.get_action_strength("turn_camera_left")
),
Input.get_action_strength("turn_camera_up") - Input.get_action_strength("turn_camera_down"),
Input.is_action_pressed("look_backwards")
)
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func _on_ResetArea_body_entered(body: Node) -> void:
if body.get_groups().has("car"):
reset_player_to(track.get_furthest_checkpoint(), body)