diff options
Diffstat (limited to '')
| -rw-r--r-- | Scripts/Checkpoint.gd | 14 | ||||
| -rw-r--r-- | Scripts/UI_Control.gd | 27 | ||||
| -rw-r--r-- | Scripts/car_behaviour.gd | 4 | ||||
| -rw-r--r-- | Scripts/scene_control.gd | 52 | 
4 files changed, 91 insertions, 6 deletions
diff --git a/Scripts/Checkpoint.gd b/Scripts/Checkpoint.gd new file mode 100644 index 0000000..ed10f74 --- /dev/null +++ b/Scripts/Checkpoint.gd @@ -0,0 +1,14 @@ +extends Node2D + + +var was_visited = false + +@onready var sprite : Sprite2D = $Sprite2D + + +func set_was_visited(visited: bool): +	was_visited = visited +	# TODO change the sprite to indicate the change + +func _on_area_2d_body_entered(body): +	set_was_visited(true) diff --git a/Scripts/UI_Control.gd b/Scripts/UI_Control.gd new file mode 100644 index 0000000..b7ce2a5 --- /dev/null +++ b/Scripts/UI_Control.gd @@ -0,0 +1,27 @@ +extends Control + +@onready var in_game_ui = $InGameUI +@onready var post_game_ui = $PostGameUI + +@onready var time_label = $InGameUI/CurrentTime + + +func update_timer_label(new_time: float): +	if(new_time < 0): +		time_label.text = "Waiting for player to start driving..." +		return +	time_label.text = str(new_time).pad_decimals(3) + +func switch_to_post_game_UI(): +	in_game_ui.visible = false +	post_game_ui.visible = true +	$PostGameUI/FinalTime.text = time_label.text + +func switch_to_in_game_UI(): +	in_game_ui.visible = true +	post_game_ui.visible = false + +func _on_start_button_pressed(): +	var root = owner.owner +	if root and root.has_method("start_driving"): +		root.start_driving() diff --git a/Scripts/car_behaviour.gd b/Scripts/car_behaviour.gd index 03546d3..2ef9fb9 100644 --- a/Scripts/car_behaviour.gd +++ b/Scripts/car_behaviour.gd @@ -1,4 +1,4 @@ -extends StaticBody2D +extends CharacterBody2D  # editor variables  @export var max_speed = 300 @@ -14,7 +14,6 @@ var interest = []  var danger = []  var chosen_dir = Vector2.ZERO -var velocity = Vector2.ZERO  var current_speed = 0 @@ -26,7 +25,6 @@ func _ready():  	for i in num_rays:  		var angle = i * 2 * PI / num_rays  		ray_directions[i] = Vector2.RIGHT.rotated(angle) -	print(ray_directions)  func _physics_process(delta):  	if not driving: diff --git a/Scripts/scene_control.gd b/Scripts/scene_control.gd index fdaad14..0b55d0f 100644 --- a/Scripts/scene_control.gd +++ b/Scripts/scene_control.gd @@ -2,9 +2,28 @@ extends Node  class_name SceneControl -@onready var path : Path2D = $DrawNode/TrackPath -@onready var path_follow : PathFollow2D = $DrawNode/TrackPath/TrackFollower -@onready var car : StaticBody2D = $Car +@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 finish_line: Area2D + +var is_driving = false +var current_time = 0.0 + + +func _ready(): +	finish_line = $FinishLine as Area2D +	finish_line.body_entered.connect(_on_finish_line_body_entered) +	reset_level() + +func _physics_process(delta): +	if car.driving: +		current_time += delta +		print(current_time) +		ui.update_timer_label(current_time) +  func get_path_direction(pos):  	var offset = path.curve.get_closest_offset(pos) @@ -18,3 +37,30 @@ func get_path_next_position(pos):  func set_driving(driving: bool):  	car.driving = driving +	is_driving = driving + +func reset_level(): +	ui.update_timer_label(-1) +	for cp in checkpoints: +		cp.set_was_visited(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) +	reset_level() +	# TODO get this from the start position +	car.global_position = Vector2.ZERO +	car.global_rotation = 0;  | 
