adds track parser from txt files
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21
RaceTrack.gd
21
RaceTrack.gd
@@ -10,19 +10,22 @@ signal wrong_way(coords)
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# - Build the track Curve2D from track and tiles data
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# - Keyboard controls !!
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const TRACK_TILES = Global.TRACKS[0]
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var laps
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var current_cell
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onready var track = TrackSelection.get_current_track()
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onready var map = $TileMap
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var laps = 0
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var current_cell = TRACK_TILES[0]
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func get_track_offset(coords):
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var offset = float(TRACK_TILES.find(coords)) / float(len(TRACK_TILES))
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var offset = float(track.find(coords)) / float(len(track))
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return offset
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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_reset_progress()
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func _reset_progress():
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laps = 0
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current_cell = track[0]
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func _input(event):
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# Check if the mouse if following the tiles track
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@@ -30,13 +33,13 @@ func _input(event):
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var hover_cell = map.world_to_map(event.position)
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if hover_cell != current_cell: # The mouse moved to a new cell
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# Check the tile is on path
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if TRACK_TILES.find(hover_cell) != -1:
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if track.find(hover_cell) != -1:
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# Check if a lap is finished
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if hover_cell == TRACK_TILES[0] and current_cell == TRACK_TILES[-1]:
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if hover_cell == track[0] and current_cell == track[-1]:
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laps += 1
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emit_signal("lap_completed", laps)
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# Check we are following the path
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if TRACK_TILES[TRACK_TILES.find(hover_cell) - 1] == current_cell:
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if track[track.find(hover_cell) - 1] == current_cell:
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emit_signal("player_moved", laps + get_track_offset(hover_cell))
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emit_signal("wrong_way", Vector2(-1, -1))
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current_cell = hover_cell
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