bugged-racing/scenes/tracks/track.gd

93 lines
2.5 KiB
GDScript

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(float) var checkpoint_depth = 5.0
export(PoolVector2Array) var checkpoint_polygon = PoolVector2Array(
[Vector2(-10, -10), Vector2(-10, 10), Vector2(10, 10), Vector2(10, -10)]
)
var furthest_checkpoint = -1
var last_checkpoint = -1
var start_time = 0
var current_time = 0
var lap_done = false
onready var checkpoints = $Checkpoints
onready var path: Path = get_node(track_path)
func get_furthest_checkpoint() -> Node:
return checkpoints.get_child(max(0, furthest_checkpoint))
func _ready() -> void:
start_time = OS.get_ticks_msec()
var length = path.curve.get_baked_length()
var section_size = 1 * 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.look_at_from_position(
checkpoints.to_global(path.curve.interpolate_baked(section)),
checkpoints.to_global(path.curve.interpolate_baked(section + 0.01)),
path.curve.interpolate_baked_up_vector(section)
)
section += section_size
checkpoints.add_child(new_checkpoint)
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 (
MultiplayerController.is_online()
and body.get_network_master() != get_tree().get_network_unique_id()
):
return
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 lap_done and furthest_checkpoint == 0:
emit_signal("lap_complete", current_time)
start_time = OS.get_ticks_msec()
_update_time()
lap_done = false
if furthest_checkpoint == checkpoints.get_child_count() - 1:
lap_done = true
furthest_checkpoint = -1
last_checkpoint = -1
func _build_checkpoint_collision():
var collision = CollisionPolygon.new()
collision.depth = checkpoint_depth
collision.polygon = checkpoint_polygon
return collision
func _update_time():
current_time = OS.get_ticks_msec() - start_time
emit_signal("time_updated", current_time)