bugged-racing/scenes/base_track_level.gd

81 lines
2.4 KiB
GDScript

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