extends Node3D
@export var car_scene: PackedScene
@export var track: TrackLoader
@export var splits: Control
@export var timer: Control
@onready var data := TrackSaveableData.new(track.checkpoints.size())
@onready var best_time_data := TrackSaveableData._load(saves % track.track.name)
var car: Node3D
var start_frame: int
const SaveLoad := preload("res://addons/@bendn/remap/private/SaveLoadUtils.gd")
const saves := "user://%s.trackdata"
signal created_car(car: Car)
signal finished
func _ready() -> void:
car = car_scene.instantiate()
car.set_script(load("res://classes/human_car.gd"))
add_child(car)
car.ball.freeze = true
car.visible = false
car.global_position = track.start_pos + Vector3.UP * 3.5
car.set_deferred(&"rotation", track.start_rot + Vector3.UP * PI)
await get_tree().process_frame
car.global_position = car.global_position - (car.ball.global_transform.basis.z * 2) # bump forward a teensy bit
car.visible = true
created_car.emit(car)
for i in len(track.checkpoints):
track.checkpoints[i].collected.connect(collect.bind(i))
track.finish.collected.connect(
func passed_finish() -> void:
for t in data.checkpoints: # no any() function on packedfloat32
if t < 0:
return
collect(-1)
finished.emit()
if not best_time_data or data.time < best_time_data.time:
SaveLoad.save(saves % track.track.name, data.data())
best_time_data = data
data = TrackSaveableData.new(track.checkpoints.size())
)
func _physics_process(_delta: float) -> void:
data.snapshot(car.car_mesh)
func collect(cp: int) -> void:
var time := best_time_data.checkpoints[cp] if best_time_data else -1.0
time = best_time_data.time if cp == -1 and time != -1.0 else time
splits.update(timer.now(), time)
data.collect(cp, timer.now())
func _on_intro_camera_race_started() -> void:
start_frame = Engine.get_physics_frames()