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extends Node
class_name SceneControl
@onready var path: Path2D = $DrawNode/TrackPath
@onready var path_follow: PathFollow2D = $DrawNode/TrackPath/TrackFollower
@onready var car = $Car
@onready var checkpoints = $Checkpoints.get_children()
@onready var ui = $UI/Control
@onready var drawing = $DrawNode
var is_driving = false
var current_time = 0.0
var game_control
var start
func _ready():
game_control = get_tree().root.get_child(0)
$FinishLine/Area2D.body_entered.connect(_on_finish_line_body_entered)
$UI/Control/PostGameUI/RestartButton.pressed.connect(reset_level)
$UI/Control/PostGameUI/NextLevelButton.pressed.connect(next_level)
start = $Start as TextureButton
start.pressed.connect(start_drawing)
reset_level()
func _physics_process(delta):
if car.driving:
current_time += delta
ui.update_timer_label(current_time)
func get_path_direction(pos):
var offset = path.curve.get_closest_offset(pos)
path_follow.progress = offset
return path_follow.transform.x
func get_path_next_position(pos):
var offset = path.curve.get_closest_offset(pos)
path_follow.progress = offset + 50
return path_follow.position
func set_driving(driving: bool):
print('control driving: ' , driving)
car.driving = driving
is_driving = driving
func reset_level():
ui.update_timer_label(-1)
ui.switch_to_in_game_UI()
$DrawNode.reset()
for cp in checkpoints:
cp.set_was_visited(false)
car.global_position = start.global_position
car.global_rotation = start.rotation;
set_driving(false)
func start_driving():
current_time = 0.0
set_driving(true)
func evaluate_driving():
for cp in checkpoints:
if not cp.was_visited:
return false
return true
func _on_finish_line_body_entered(node: Node2D):
if evaluate_driving():
ui.switch_to_post_game_UI()
set_driving(false)
return
set_driving(false)
reset_level()
func next_level():
game_control.next_level()
func start_drawing():
reset_level()
drawing.start_drawing()
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