Add basic finish gate
parent
0c80cab346
commit
bbde8b2ae7
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@ -42,7 +42,7 @@ func reset_player_to(node_to_reset_to: Node, player_node: BuggedVehicle) -> void
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).origin,
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).origin,
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node_to_reset_to.global_transform.basis.y
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node_to_reset_to.global_transform.basis.y
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)
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)
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player_node.reset_transform.origin += node_to_reset_to.global_transform.basis.y * 3
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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():
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func _spawn_in_player():
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@ -0,0 +1,16 @@
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[gd_scene format=2]
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[node name="Spatial" type="Spatial"]
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[node name="CSGBox" type="CSGBox" parent="."]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0 )
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width = 1.0
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height = 1.0
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depth = 1.0
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[node name="CSGBox" type="CSGBox" parent="CSGBox"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.124099, 0 )
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operation = 2
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width = 0.8
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height = 1.10884
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depth = 1.27364
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@ -72,6 +72,7 @@ albedo_color = Color( 0.203922, 0.203922, 0.203922, 1 )
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[node name="Track" parent="." index="1"]
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[node name="Track" parent="." index="1"]
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track_path = NodePath("../Path")
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track_path = NodePath("../Path")
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checkpoint_polygon = PoolVector2Array( -20, -4, -20, 10, 20, 10, 20, -4 )
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checkpoint_polygon = PoolVector2Array( -20, -4, -20, 10, 20, 10, 20, -4 )
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gate_size = Vector3( 42, 20, 5 )
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[node name="Grass" type="StaticBody" parent="." index="2"]
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[node name="Grass" type="StaticBody" parent="." index="2"]
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transform = Transform( 0.8, 0, 0, 0, 1, 0, 0, 0, 0.4, 0, 5, 0 )
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transform = Transform( 0.8, 0, 0, 0, 1, 0, 0, 0, 0.4, 0, 5, 0 )
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@ -5,12 +5,15 @@ signal time_updated(new_time)
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signal lap_complete(lap_time)
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signal lap_complete(lap_time)
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signal wrong_way
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signal wrong_way
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const FINISH_GATE = preload("res://scenes/finish_gate.tscn")
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export(NodePath) var track_path = null
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export(NodePath) var track_path = null
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export(int, 10, 50) var checkpoint_count = 20
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export(int, 10, 50) var checkpoint_count = 20
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export(float) var checkpoint_depth = 5.0
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export(float) var checkpoint_depth = 5.0
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export(PoolVector2Array) var checkpoint_polygon = PoolVector2Array(
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export(PoolVector2Array) var checkpoint_polygon = PoolVector2Array(
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[Vector2(-10, -10), Vector2(-10, 10), Vector2(10, 10), Vector2(10, -10)]
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[Vector2(-10, -10), Vector2(-10, 10), Vector2(10, 10), Vector2(10, -10)]
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)
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)
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export(Vector3) var gate_size = Vector3(20, 10, 5)
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var furthest_checkpoint = -1
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var furthest_checkpoint = -1
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var last_checkpoint = -1
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var last_checkpoint = -1
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@ -44,6 +47,9 @@ func _ready() -> void:
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section += section_size
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section += section_size
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checkpoints.add_child(new_checkpoint)
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checkpoints.add_child(new_checkpoint)
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new_checkpoint.connect("body_entered", self, "_on_body_entered_area", [new_checkpoint])
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new_checkpoint.connect("body_entered", self, "_on_body_entered_area", [new_checkpoint])
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var gate = FINISH_GATE.instance()
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gate.scale = gate_size
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checkpoints.get_child(0).add_child(gate)
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checkpoints.global_transform.origin = path.global_transform.origin
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checkpoints.global_transform.origin = path.global_transform.origin
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@ -1,15 +1,10 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://scenes/tracks/track.gd" type="Script" id=1]
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[ext_resource path="res://scenes/tracks/track.gd" type="Script" id=1]
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[ext_resource path="res://scenes/trackgui.tscn" type="PackedScene" id=2]
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[ext_resource path="res://scenes/trackgui.tscn" type="PackedScene" id=2]
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[sub_resource type="SpatialMaterial" id=7]
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flags_transparent = true
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albedo_color = Color( 0.0470588, 0.956863, 0.921569, 0.439216 )
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[node name="Track" type="Spatial"]
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[node name="Track" type="Spatial"]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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debug_material = SubResource( 7 )
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[node name="Checkpoints" type="Spatial" parent="."]
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[node name="Checkpoints" type="Spatial" parent="."]
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