54 lines
1.7 KiB
GDScript3
54 lines
1.7 KiB
GDScript3
extends TileMap
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signal player_moved(track_offset)
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signal wrong_way(coords)
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# TODO:
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# - Find a mean to import tracks (arrays of cell coordinates).
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# ( - Autopopulate the map according to track data )
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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 = [
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Vector2(1,0), Vector2(2,0), Vector2(3,0), Vector2(3,1),
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Vector2(2,1), Vector2(1,1), Vector2(0,1), Vector2(0,0)
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]
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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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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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func _input(event):
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# Check if the mouse if following the tiles track
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if event is InputEventMouseMotion:
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var hover_cell = 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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# 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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laps += 1
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get_node("/root/Node2D/GUI/Laps/Value/").set_text("%d" % 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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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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else:
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emit_signal("wrong_way", map_to_world(hover_cell))
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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