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()