45 lines
1.4 KiB
GDScript
45 lines
1.4 KiB
GDScript
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 !!
|
|
|
|
const TRACK_TILES = Global.TRACKS[0]
|
|
|
|
onready var map = $TileMap
|
|
var laps = 0
|
|
var current_cell = TRACK_TILES[0]
|
|
|
|
func get_track_offset(coords):
|
|
var offset = float(TRACK_TILES.find(coords)) / float(len(TRACK_TILES))
|
|
return offset
|
|
|
|
# Called when the node enters the scene tree for the first time.
|
|
func _ready():
|
|
pass # Replace with function body.
|
|
|
|
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_TILES.find(hover_cell) != -1:
|
|
# Check if a lap is finished
|
|
if hover_cell == TRACK_TILES[0] and current_cell == TRACK_TILES[-1]:
|
|
laps += 1
|
|
emit_signal("lap_completed", laps)
|
|
# Check we are following the path
|
|
if TRACK_TILES[TRACK_TILES.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))
|