class_name Track extends Spatial signal time_updated(new_time) signal lap_complete(lap_time) signal wrong_way export(NodePath) var track_path = null export(int, 10, 50) var checkpoint_count = 20 export(Vector2) var checkpoint_dim = Vector2(20, 15) export(Material) var debug_material = null var furthest_checkpoint = -1 var last_checkpoint = -1 var start_time = 0 var current_time = 0 onready var checkpoints = $Checkpoints onready var path: Path = get_node(track_path) func get_last_checkpoint() -> Node: return checkpoints.get_child(max(0, last_checkpoint)) func _ready() -> void: start_time = OS.get_ticks_msec() var length = path.curve.get_baked_length() var section_size = 1.0 * length / checkpoint_count var section = 0.0 for _checkpoint_number in range(checkpoint_count): var new_checkpoint: Area = Area.new() new_checkpoint.add_child(_build_checkpoint_collision()) new_checkpoint.transform.origin = path.curve.interpolate_baked(section) section += section_size checkpoints.add_child(new_checkpoint) if GlobalSettings.debug: var mesh = CylinderMesh.new() mesh.top_radius = checkpoint_dim.y mesh.bottom_radius = checkpoint_dim.y mesh.height = checkpoint_dim.x if debug_material != null: mesh.material = debug_material var meshinst = MeshInstance.new() meshinst.mesh = mesh new_checkpoint.add_child(meshinst) new_checkpoint.connect("body_entered", self, "_on_body_entered_area", [new_checkpoint]) checkpoints.global_transform.origin = path.global_transform.origin func _process(_delta: float) -> void: _update_time() func _on_body_entered_area(body: Node, area: Area) -> void: if body.get_groups().has("car"): if area.get_index() < last_checkpoint || abs(area.get_index() - last_checkpoint) > 1: emit_signal("wrong_way") last_checkpoint = area.get_index() # We got the correct checkpoint if furthest_checkpoint == area.get_index() - 1: furthest_checkpoint += 1 if furthest_checkpoint == checkpoints.get_child_count() - 1: emit_signal("lap_complete", current_time) start_time = OS.get_ticks_msec() _update_time() furthest_checkpoint = -1 func _build_checkpoint_collision(): var collision = CollisionShape.new() var shape = CylinderShape.new() shape.radius = checkpoint_dim.x shape.height = checkpoint_dim.y collision.shape = shape return collision func _update_time(): current_time = OS.get_ticks_msec() - start_time emit_signal("time_updated", current_time)