cleans up some unused code

This commit is contained in:
artus
2020-12-06 13:51:22 +01:00
parent 4565755868
commit 9726fb8fcf
8 changed files with 61 additions and 50 deletions

View File

@@ -1,27 +0,0 @@
extends PathFollow2D
signal lap_completed(laps)
export (float) var speed = 0.125
var position_on_track := 0.0
var target_on_track := 0.0
func _process(delta):
# Check if a lap was completed
if int(position_on_track) > Global.laps:
Global.laps += 1
emit_signal("lap_completed", Global.laps)
# Move the player until target_on_track
elif target_on_track - position_on_track > 0.01:
# Speed up car as the target_on_track goes further
var speed_mod = int(clamp((target_on_track - position_on_track) / speed, 1.0, 4.0))
position_on_track += speed * delta * speed_mod
set_unit_offset(min(position_on_track, target_on_track))
else:
position_on_track = target_on_track
func _on_RaceTrack_player_moved(track_offset):
target_on_track = track_offset

View File

@@ -30,7 +30,7 @@
[ext_resource path="res://assets/2D_Car_Pack_DevilsWorkShop_V01/car02/car02iso_0005.png" type="Texture" id=28] [ext_resource path="res://assets/2D_Car_Pack_DevilsWorkShop_V01/car02/car02iso_0005.png" type="Texture" id=28]
[ext_resource path="res://assets/2D_Car_Pack_DevilsWorkShop_V01/car02/car02iso_0006.png" type="Texture" id=29] [ext_resource path="res://assets/2D_Car_Pack_DevilsWorkShop_V01/car02/car02iso_0006.png" type="Texture" id=29]
[ext_resource path="res://car_sprite.gd" type="Script" id=30] [ext_resource path="res://car_sprite.gd" type="Script" id=30]
[ext_resource path="res://Player.gd" type="Script" id=31] [ext_resource path="res://player_car.gd" type="Script" id=31]
[ext_resource path="res://assets/France_road_sign_B1.svg" type="Texture" id=32] [ext_resource path="res://assets/France_road_sign_B1.svg" type="Texture" id=32]
[ext_resource path="res://wrong_way.gd" type="Script" id=33] [ext_resource path="res://wrong_way.gd" type="Script" id=33]
@@ -50,6 +50,10 @@ width = 1920
0/tile_mode = 0 0/tile_mode = 0
0/occluder_offset = Vector2( 0, 0 ) 0/occluder_offset = Vector2( 0, 0 )
0/navigation_offset = Vector2( 0, 0 ) 0/navigation_offset = Vector2( 0, 0 )
0/shape_offset = Vector2( 0, 0 )
0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
0/shape_one_way = false
0/shape_one_way_margin = 0.0
0/shapes = [ ] 0/shapes = [ ]
0/z_index = 0 0/z_index = 0
1/name = "dr" 1/name = "dr"
@@ -60,6 +64,10 @@ width = 1920
1/tile_mode = 0 1/tile_mode = 0
1/occluder_offset = Vector2( 0, 0 ) 1/occluder_offset = Vector2( 0, 0 )
1/navigation_offset = Vector2( 0, 0 ) 1/navigation_offset = Vector2( 0, 0 )
1/shape_offset = Vector2( 0, 0 )
1/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
1/shape_one_way = false
1/shape_one_way_margin = 0.0
1/shapes = [ ] 1/shapes = [ ]
1/z_index = 0 1/z_index = 0
2/name = "lr" 2/name = "lr"
@@ -70,6 +78,10 @@ width = 1920
2/tile_mode = 0 2/tile_mode = 0
2/occluder_offset = Vector2( 0, 0 ) 2/occluder_offset = Vector2( 0, 0 )
2/navigation_offset = Vector2( 0, 0 ) 2/navigation_offset = Vector2( 0, 0 )
2/shape_offset = Vector2( 0, 0 )
2/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
2/shape_one_way = false
2/shape_one_way_margin = 0.0
2/shapes = [ ] 2/shapes = [ ]
2/z_index = 0 2/z_index = 0
3/name = "start" 3/name = "start"
@@ -80,6 +92,10 @@ width = 1920
3/tile_mode = 0 3/tile_mode = 0
3/occluder_offset = Vector2( 0, 0 ) 3/occluder_offset = Vector2( 0, 0 )
3/navigation_offset = Vector2( 0, 0 ) 3/navigation_offset = Vector2( 0, 0 )
3/shape_offset = Vector2( 0, 0 )
3/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
3/shape_one_way = false
3/shape_one_way_margin = 0.0
3/shapes = [ ] 3/shapes = [ ]
3/z_index = 0 3/z_index = 0
4/name = "ud" 4/name = "ud"
@@ -90,6 +106,10 @@ width = 1920
4/tile_mode = 0 4/tile_mode = 0
4/occluder_offset = Vector2( 0, 0 ) 4/occluder_offset = Vector2( 0, 0 )
4/navigation_offset = Vector2( 0, 0 ) 4/navigation_offset = Vector2( 0, 0 )
4/shape_offset = Vector2( 0, 0 )
4/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
4/shape_one_way = false
4/shape_one_way_margin = 0.0
4/shapes = [ ] 4/shapes = [ ]
4/z_index = 0 4/z_index = 0
5/name = "ul" 5/name = "ul"
@@ -100,6 +120,10 @@ width = 1920
5/tile_mode = 0 5/tile_mode = 0
5/occluder_offset = Vector2( 0, 0 ) 5/occluder_offset = Vector2( 0, 0 )
5/navigation_offset = Vector2( 0, 0 ) 5/navigation_offset = Vector2( 0, 0 )
5/shape_offset = Vector2( 0, 0 )
5/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
5/shape_one_way = false
5/shape_one_way_margin = 0.0
5/shapes = [ ] 5/shapes = [ ]
5/z_index = 0 5/z_index = 0
6/name = "ur" 6/name = "ur"
@@ -110,6 +134,10 @@ width = 1920
6/tile_mode = 0 6/tile_mode = 0
6/occluder_offset = Vector2( 0, 0 ) 6/occluder_offset = Vector2( 0, 0 )
6/navigation_offset = Vector2( 0, 0 ) 6/navigation_offset = Vector2( 0, 0 )
6/shape_offset = Vector2( 0, 0 )
6/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
6/shape_one_way = false
6/shape_one_way_margin = 0.0
6/shapes = [ ] 6/shapes = [ ]
6/z_index = 0 6/z_index = 0
@@ -157,11 +185,14 @@ animations = [ {
[node name="RaceTrack" type="Node"] [node name="RaceTrack" type="Node"]
script = ExtResource( 1 ) script = ExtResource( 1 )
[node name="TextureRect" type="TextureRect" parent="."] [node name="Background" type="TextureRect" parent="."]
margin_right = 1920.0 margin_right = 1920.0
margin_bottom = 1080.0 margin_bottom = 1080.0
texture = SubResource( 2 ) texture = SubResource( 2 )
expand = true expand = true
__meta__ = {
"_edit_use_anchors_": false
}
[node name="TileMap" type="TileMap" parent="."] [node name="TileMap" type="TileMap" parent="."]
tile_set = SubResource( 3 ) tile_set = SubResource( 3 )

View File

@@ -1,17 +1,24 @@
extends Node2D extends PathFollow2D
export (String, "bus", "police", "car") var skin export (float) var speed = 0.250
var position_on_track := 0.0
enum { RIGHT, DOWN_RIGHT, DOWN, DOWN_LEFT, LEFT, UP_LEFT, UP, UP_RIGHT } var target_on_track := 0.0
# TODO: func _process(delta):
# - Move track related logic inside TrackPlayer script ? # Check if a lap was completed
onready var track = get_node("/root/Track2/RaceTrack/TrackPlayer/") if int(position_on_track) > Global.laps:
Global.laps += 1
func _ready(): # Move the player until target_on_track
# Set player sprite elif target_on_track - position_on_track > 0.01:
$CarSprite.set_animation(skin) # Speed up car as the target_on_track goes further
var speed_mod = int(clamp((target_on_track - position_on_track) / speed, 1.0, 4.0))
position_on_track += speed * delta * speed_mod
set_unit_offset(min(position_on_track, target_on_track))
else:
position_on_track = target_on_track
func _on_RaceTrack_player_moved(track_offset):
target_on_track = track_offset

View File

@@ -44,7 +44,7 @@ func _handle_mouse_input(event):
if cell_idx != -1: if cell_idx != -1:
# Check we are following the path # Check we are following the path
if hover_cell == next_cell: if hover_cell == next_cell:
# Check if lap is completed. The is required # Check if lap is completed. This is required
# because the input can be way ahead player car sprite # because the input can be way ahead player car sprite
if next_cell == track[0]: if next_cell == track[0]:
laps += 1 laps += 1