small racing game im working on
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extends Node3D
@export var car: PackedScene
@export var track: TrackLoader
@export var splits: Control
@export var timer: Control
signal created_car(car: Car)
func _ready() -> void:
var c: Node3D = car.instantiate()
c.set_script(load("res://classes/human_car.gd"))
c.show_debug = true
add_child(c)
c.ball.freeze = true
c.visible = false
c.global_position = track.start_pos + Vector3.UP * 3.5
c.set_deferred(&"rotation", track.start_rot + Vector3.UP * PI)
await get_tree().process_frame
c.global_position = c.global_position - (c.ball.global_transform.basis.z * 2) # bump forward a teensy bit
c.visible = true
created_car.emit(c)
for i in len(track.checkpoints):
track.checkpoints[i].collected.connect(collect.bind(i))
track.finish.collected.connect(
func passed_finish() -> void:
if track.checkpoints.size() == len(collected_checkpoints):
collect(-1)
)
func collect(cp: int) -> void:
splits.update(timer.elapsed_time, 10)
collected_checkpoints.append(cp)
var collected_checkpoints: PackedInt32Array = []
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