80 lines
2.3 KiB
GDScript
80 lines
2.3 KiB
GDScript
class_name Track
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extends Spatial
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signal time_updated(new_time)
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signal lap_complete(lap_time)
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signal wrong_way
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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(float) var checkpoint_depth = 5.0
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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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)
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var furthest_checkpoint = -1
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var last_checkpoint = -1
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var start_time = 0
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var current_time = 0
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onready var checkpoints = $Checkpoints
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onready var path: Path = get_node(track_path)
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func get_furthest_checkpoint() -> Node:
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return checkpoints.get_child(max(0, furthest_checkpoint))
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func _ready() -> void:
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start_time = OS.get_ticks_msec()
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var length = path.curve.get_baked_length()
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var section_size = 1 * length / checkpoint_count
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var section = 0.0
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for _checkpoint_number in range(checkpoint_count):
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var new_checkpoint: Area = Area.new()
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new_checkpoint.add_child(_build_checkpoint_collision())
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new_checkpoint.look_at_from_position(
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checkpoints.to_global(path.curve.interpolate_baked(section)),
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checkpoints.to_global(path.curve.interpolate_baked(section + 0.01)),
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path.curve.interpolate_baked_up_vector(section)
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)
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section += section_size
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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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checkpoints.global_transform.origin = path.global_transform.origin
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func _process(_delta: float) -> void:
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_update_time()
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func _on_body_entered_area(body: Node, area: Area) -> void:
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if body.get_groups().has("car"):
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if area.get_index() < last_checkpoint || abs(area.get_index() - last_checkpoint) > 1:
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emit_signal("wrong_way")
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last_checkpoint = area.get_index()
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# We got the correct checkpoint
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if furthest_checkpoint == area.get_index() - 1:
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furthest_checkpoint += 1
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if furthest_checkpoint == checkpoints.get_child_count() - 1:
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emit_signal("lap_complete", current_time)
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start_time = OS.get_ticks_msec()
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_update_time()
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furthest_checkpoint = -1
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func _build_checkpoint_collision():
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var collision = CollisionPolygon.new()
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collision.depth = checkpoint_depth
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collision.polygon = checkpoint_polygon
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return collision
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func _update_time():
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current_time = OS.get_ticks_msec() - start_time
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emit_signal("time_updated", current_time)
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