extends Node signal player_moved(track_offset) signal lap_completed(laps) signal wrong_way(coords) # TODO: # - Find a mean to import tracks (arrays of cell coordinates). # ( - Autopopulate the map according to track data ) # - Build the track Curve2D from track and tiles data # - Keyboard controls !! var laps var current_cell onready var track = TrackSelection.get_current_track() onready var map = $TileMap func get_track_offset(coords): var offset = float(track.find(coords)) / float(len(track)) return offset # Called when the node enters the scene tree for the first time. func _ready(): _reset_progress() func _reset_progress(): laps = 0 current_cell = track[0] func _input(event): # Check if the mouse if following the tiles track if event is InputEventMouseMotion: var hover_cell = map.world_to_map(event.position) if hover_cell != current_cell: # The mouse moved to a new cell # Check the tile is on path if track.find(hover_cell) != -1: # Check if a lap is finished if hover_cell == track[0] and current_cell == track[-1]: laps += 1 emit_signal("lap_completed", laps) # Check we are following the path if track[track.find(hover_cell) - 1] == current_cell: emit_signal("player_moved", laps + get_track_offset(hover_cell)) emit_signal("wrong_way", Vector2(-1, -1)) current_cell = hover_cell else: emit_signal("wrong_way", map.map_to_world(hover_cell))