diff options
Diffstat (limited to 'Scripts')
-rw-r--r-- | Scripts/Checkpoint.gd | 14 | ||||
-rw-r--r-- | Scripts/UI_Control.gd | 27 | ||||
-rw-r--r-- | Scripts/car_behaviour.gd | 9 | ||||
-rw-r--r-- | Scripts/scene_control.gd | 52 |
4 files changed, 93 insertions, 9 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 0463dc1..d5fc292 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: @@ -97,9 +95,8 @@ func own_movement(delta): var desired_velocity = chosen_dir.rotated(rotation) * max_speed var actual_speed = lerpf(velocity.length(), max_speed, acceleration) - var actual_angle = lerp_angle(velocity.angle(), desired_velocity.angle(), steer_force) - - print("lerped speed: ", actual_speed, " | lerped angle: ", actual_angle) + var actual_angle = lerp_angle(velocity.angle(), desired_velocity.angle(), + steer_force) velocity = Vector2.from_angle(actual_angle) * actual_speed rotation = actual_angle 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; |