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extends Node3D @export var car: PackedScene @export var track: TrackLoader 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 cp in track.checkpoints: cp.collected.connect(collect.bind(cp.id)) func collect(cp: int) -> void: print("collected cp %d" % cp) collected_checkpoints.append(cp) var collected_checkpoints: PackedInt32Array = []