small racing game im working on
Diffstat (limited to 'race.gd')
| -rw-r--r-- | race.gd | 165 |
1 files changed, 58 insertions, 107 deletions
@@ -7,26 +7,21 @@ var track_loader_scene: PackedScene var ghost_scene: PackedScene var track_res: TrackResource var track: TrackLoader -var data: Array[GhostData] +var data: GhostData var best_time_data: GhostData -var cars: Array[Car] -var cars_needed: PackedInt32Array = [] -var finished_cars := 0 -@onready var mp := cars_needed.size() > 1 +var car: Car var ghost: GhostCar var start_frame: int -var current_lap: PackedInt32Array = [] +var current_lap := 0 var playing := false -var timers: Array[GameTimer] -var distances: PackedFloat32Array = [] +var timer := GameTimer.new() signal next_lap -signal created_car(car: Car, n: int) +signal created_car(car: Car) signal created_ghost(ghost: GhostCar) -signal finished(time: float, prev_time: float, n: int) -signal all_finished -signal split(time: float, prev_time: float, n: int) +signal finished(time: float, prev_time: float) +signal split(time: float, prev_time: float) signal did_reset func _init(t: TrackResource, ghost_data: GhostData, _car_scene, _ghost_scene, _track_loader_scene) -> void: @@ -48,48 +43,36 @@ func reset_ghost() -> void: ghost.engine.volume = .2 else: ghost.engine.volume = 0 - ghost.global_position = track.start_transf.origin + Vector3(0, 1, -2) + ghost.global_position = track.start_transf.origin + Vector3(0, 1, 0) ghost.rotation = track.start_transf.basis.get_euler()# + Vector3(0, PI, -PI/2) ghost.reset() ghost.hide() -func reset_car(i: int) -> void: +func reset_car() -> void: await get_tree().physics_frame - cars[i].rotation = track.start_transf.basis.get_euler()# + Vector3(0, PI, -PI/2) - cars[i].global_position = track.start_transf.origin + Vector3(0, 1, -2) - cars[i].linear_velocity = Vector3.ZERO - cars[i].angular_velocity = Vector3.ZERO - cars[i].current_gear = 0 - cars[i].reset() - -func mkcar(i: int, dev: int) -> void: - cars[i] = HumanCar.attach(car_scene, dev) - add_child(cars[i]) - reset_car(i) - created_car.emit(cars[i], i) - if !mp: - cars[i].collision_mask = 2 ^ 1 + car.rotation = track.start_transf.basis.get_euler()# + Vector3(0, PI, -PI/2) + car.global_position = track.start_transf.origin + Vector3(0, 1, 0) + car.linear_velocity = Vector3.ZERO + car.angular_velocity = Vector3.ZERO + car.current_gear = 0 + car.reset() + +func mkcar() -> void: + car = HumanCar.attach(car_scene) + add_child(car) + reset_car() + created_car.emit(car) func _ready() -> void: set_physics_process(false) track = track_loader_scene.instantiate() track.track = track_res add_child(track) - data.resize(cars_needed.size()) - cars.resize(cars_needed.size()) - current_lap.resize(cars_needed.size()) - current_lap.fill(0) - timers.resize(cars_needed.size()) - if mp: - distances.resize(cars_needed.size()) - distances.fill(0) - for i in cars_needed.size(): - data[i] = GhostData.new(track.checkpoints.size(), track_res.laps) - timers[i] = GameTimer.new() - add_child(timers[i]) - mkcar(i, cars_needed[i]) + data = GhostData.new(track.checkpoints.size(), track_res.laps) + mkcar() mkghost() connect_checkpoints() + add_child(timer) func _input(event: InputEvent) -> void: if event.is_action("reset") and playing: @@ -97,76 +80,46 @@ func _input(event: InputEvent) -> void: func reset() -> void: playing = false - finished_cars = 0 if best_time_data: if ghost: reset_ghost() - distances.fill(0) - for car in cars.size(): - await reset_car(car) - current_lap[car] = 0 + await reset_car() set_physics_process(false) - for d in data: - d.clear() - for timer in timers: - timer.reset() + current_lap = 0 + data.clear() + timer.reset() did_reset.emit() -func fcar(c: Car) -> int: - return cars.find(c) - func connect_checkpoints() -> void: for i in len(track.checkpoints): - track.checkpoints[i].collected.connect(func(c: Car): passed_cp(i, fcar(c))) - track.finish.collected.connect(func(c: Car): passed_finish(fcar(c))) + track.checkpoints[i].collected.connect(passed_cp.bind(i)) + track.finish.collected.connect(passed_finish) -func passed_cp(cp: int, car: int) -> void: if playing and !data[car].has_collected(current_lap[car], cp): collect(cp, car) +func passed_cp(cp: int) -> void: if playing and !data.has_collected(current_lap, cp): collect(cp) -func passed_finish(car: int) -> void: +func passed_finish() -> void: if !playing: return - for i in len(data[car].checkpoints[current_lap[car]]) - 1: - if data[car].checkpoints[current_lap[car]][i] < 0: + for i in len(data.checkpoints[current_lap]) - 1: + if data.checkpoints[current_lap][i] < 0: return - collect(-1, car) - if track_res.laps - 1 == current_lap[car]: - timers[car].stop() - cars[car].reset() - finished_cars += 1 - finished.emit(data[car].time, best_time_data.time if best_time_data else -1.0, car) - if finished_cars > cars.size() - 1: # all finished - var best = {time = INF} - for datapoint in data: - if best.time > datapoint.time: - best = datapoint - if not best_time_data or best.time < best_time_data.time: - best.save(Globals.SAVES % track_res.name) - best_time_data = best - all_finished.emit() - playing = false + collect(-1) + if track_res.laps - 1 == current_lap: + playing = false + timer.stop() + car.reset() + if not best_time_data or data.time < best_time_data.time: + finished.emit(data.time, best_time_data.time if best_time_data else -1.0) + data.save(Globals.SAVES % track_res.name) + best_time_data = data + else: + finished.emit(data.time, best_time_data.time) + data = GhostData.new(track.checkpoints.size(), track_res.laps) else: - current_lap[car] += 1 + current_lap += 1 next_lap.emit() func _physics_process(delta: float) -> void: - if mp: - for i in cars_needed.size(): - if distances[i] < 0: - continue - var flag := true - for j in cars_needed.size(): - if j == i: continue - var dist := cars[i].global_position.distance_squared_to(cars[j].global_position) - if dist > 50: - continue - flag = false - break # gdscript cant label loops - if flag: - distances[i] = distances[i] + delta - if distances[i] > 1.5: # when apart for longer than 1.5 seconds, enable collisions - distances[i] = -1 - cars[i].collision_mask = 1 ^ 2 # world & players - for i in data.size(): - data[i].snapshot(cars[i]) + data.snapshot(car) if best_time_data: if best_time_data.snap_count - 1 < Engine.get_physics_frames() - start_frame: if ghost.visible: @@ -174,22 +127,20 @@ func _physics_process(delta: float) -> void: ghost.engine.volume = 0 return ghost.update(best_time_data.load_snap(Engine.get_physics_frames() - start_frame), delta) - ghost.visible = (ghost.global_position.distance_squared_to(cars[0].global_position) > 10) - ghost.engine.volume = lerpf(ghost.engine.volume, .7, delta * 3) if (ghost.global_position.distance_squared_to(cars[0].global_position) > 20) else lerpf(ghost.engine.volume, .2, delta * 3) + ghost.visible = (ghost.global_position.distance_squared_to(car.global_position) > 10) + ghost.engine.volume = lerpf(ghost.engine.volume, .7, delta * 3) if (ghost.global_position.distance_squared_to(car.global_position) > 20) else lerpf(ghost.engine.volume, .2, delta * 3) -func collect(cp: int, car: int) -> void: +func collect(cp: int) -> void: if cp != -1: - cars[car].checkpoint_sound.play() - var time := best_time_data.get_time(current_lap[car], cp) if best_time_data else -1.0 - time = best_time_data.time if (not track_res.laps or track_res.laps == current_lap[car] + 1) and cp == -1 and time != -1.0 else time - split.emit(snappedf(timers[car].now(), .001), time, car) - data[car].collect(current_lap[car], cp, snappedf(timers[car].now(), .001)) + car.checkpoint_sound.play() + var time := best_time_data.get_time(current_lap, cp) if best_time_data else -1.0 + time = best_time_data.time if (not track_res.laps or track_res.laps == current_lap + 1) and cp == -1 and time != -1.0 else time + split.emit(snappedf(timer.now(), .001), time) + data.collect(current_lap, cp, snappedf(timer.now(), .001)) func start() -> void: - for timer in timers: - timer.start() + timer.start() start_frame = Engine.get_physics_frames() playing = true + car.start() set_physics_process(true) - for car in cars: - car.start() |