small racing game im working on
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extends Splitscreen
@export var hud_scene: PackedScene
@export var countdown_scene: PackedScene
@export var finish_scene: PackedScene
## For lowlevel race
@export_group("racing stuff")
@export var car_scene: PackedScene
@export var ghost_scene: PackedScene
@export var track_loader_scene: PackedScene
var race: Race
var huds: Array[HUD]
func _ready() -> void:
race = Race.new(Globals.playing, car_scene, ghost_scene, track_loader_scene)
race.did_reset.connect(count_in)
add_child(race)
add_player()
super()
# cant call it join because of overriding and stuff
func add_player() -> void:
await get_tree().physics_frame
var c_cam := CarCamera.new(race.car)
var i_cam := IntroCam.new(Globals.playing, c_cam)
var v := join()
v.viewport.add_child(c_cam)
v.viewport.add_child(i_cam)
var hud = hud_scene.instantiate()
hud.assigned.emit(race.car, race.ghost, race.timer, race.track)
v.add_child(hud)
race.split.connect(hud.splits.update)
race.next_lap.connect(hud.laps.increment)
huds.append(hud)
i_cam.finished.connect(count_in)
race.did_reset.connect(c_cam.reset)
race.did_reset.connect(hud.laps.reset)
race.finished.connect(func(t: float, p_t: float):
# get_tree().paussed = true
var finish: FinishUI = finish_scene.instantiate()
hud.add_child(finish)
finish.set_time(t, p_t)
finish.retry.connect(func():
race.reset()
finish.queue_free()
)
)
func count_in():
var countdown := countdown_scene.instantiate()
huds[0].add_child(countdown)
countdown.finished.connect(race.start)
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