teststrecke-game/scripts/game.gd

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GDScript3
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extends Node2D
@onready var camera: Camera2D = $Camera2D
#@onready var car: Node2D = $car_0
@onready var cars: Node = $cars
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const caroffset= 32+4 #space cars on start line
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var viewCarMargin=Vector2(0.05,0.05) #proportions of viewsize. 0,0 = adjust when cars are outside view, 1,1=infinite zoom out
var viewCarMargin_zoomstart=viewCarMargin+Vector2(0.2,0.2)
var zoomspeed=0.5
var zoomspeed_backup=0.1
var zoom_normal=2
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# Called when the node enters the scene tree for the first time.
func _ready() -> void:
var i=0
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#for playerkey in Gamestate.getPlayerkeys(): #create all players
for player in Gamestate.getPlayers():
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var newcarscene=load("res://scenes/car.tscn")
var newcarinstance=newcarscene.instantiate()
cars.add_child(newcarinstance)
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newcarinstance.setPlayerinformation(i,player.color)
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newcarinstance.setPosition(Vector2(0,ceil(i/2.0)*(fmod(i,2)-0.5)*2.0*caroffset))
#print("Position car "+str(i)+" = "+str(ceil(i/2.0)*(fmod(i,2)-0.5)*2.0*caroffset))
print("carpos is ="+str(newcarinstance.getPosition())+" instancepos="+str(newcarinstance.position))
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i+=1
#Load Map
var mapscene=load("res://scenes/map_01.tscn")
var mapsceneinstance=mapscene.instantiate()
add_child(mapsceneinstance)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
var cars=cars.get_children()
var meanCarPosition=Vector2.ZERO
var displayedCarCount=0
var maxCarSpeed=0
var minPos=Vector2.ZERO #min/max x and y position of all cars
var maxPos=Vector2.ZERO
for c in cars:
var carpos = c.getPosition()
meanCarPosition+=carpos
maxCarSpeed=max(maxCarSpeed,c.getSpeed())
if displayedCarCount==0:
minPos.x=carpos.x
minPos.y=carpos.y
maxPos.x=carpos.x
maxPos.y=carpos.y
else:
minPos.x=min(minPos.x,carpos.x)
minPos.y=min(minPos.y,carpos.y)
maxPos.x=max(maxPos.x,carpos.x)
maxPos.y=max(maxPos.y,carpos.y)
displayedCarCount+=1
meanCarPosition/=displayedCarCount
#camera.position=car.getPosition()
camera.position=meanCarPosition
#rint("zoom = "+str(camera.zoom))
#camera.zoom=Vector2(1.5,1.5)
'''var allCarsInView=checkPositionInsideView(minPos) and checkPositionInsideView(maxPos)
if not allCarsInView:
camera.zoom-=Vector2(0.1*delta,0.1*delta)
else:
if camera.zoom<Vector2(1.0,1.0):
camera.zoom+=Vector2(0.1*delta,0.1*delta)
'''
var viewCarMargin_zoombackup=viewCarMargin_zoomstart+Vector2(0.1,0.1)
var viewsize = camera.get_viewport_rect().size/camera.zoom
var carSpread=Vector2(maxPos.x-minPos.x,maxPos.y-minPos.y)
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var calculatedViewCarMargin=Vector2((viewsize.x-carSpread.x)/2,(viewsize.y-carSpread.y)/2)
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var mapped_zoomspeed_x=constrain(remap(calculatedViewCarMargin.x , viewCarMargin_zoomstart.x*viewsize.x,viewCarMargin.x*viewsize.x,0,zoomspeed),0,zoomspeed)
var mapped_zoomspeed_y=constrain(remap(calculatedViewCarMargin.y , viewCarMargin_zoomstart.y*viewsize.y,viewCarMargin.y*viewsize.y,0,zoomspeed),0,zoomspeed)
var mapped_zoomspeed=max(mapped_zoomspeed_x,mapped_zoomspeed_y)
if calculatedViewCarMargin.x<(viewCarMargin_zoomstart.x*viewsize.x) or calculatedViewCarMargin.y<(viewCarMargin_zoomstart.y*viewsize.y): #cars not in view
camera.zoom-=Vector2(mapped_zoomspeed*delta,mapped_zoomspeed*delta)
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#camera.zoom-=Vector2(0.1,0.1)
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elif calculatedViewCarMargin.x>(viewCarMargin_zoombackup.x*viewsize.x) and calculatedViewCarMargin.y>(viewCarMargin_zoombackup.y*viewsize.y): #cars in view again
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if camera.zoom.x<zoom_normal:
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camera.zoom+=Vector2(zoomspeed_backup*delta,zoomspeed_backup*delta)
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$hud/speedlabel.text=str(camera.zoom.x)
$hud/speedlabel.text=str(calculatedViewCarMargin)
#$hud/speedlabel2.text=str(viewsize.x)
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#$Camera2D/speedlabel.text=str(round(maxCarSpeed))
func _input(ev):
#if ev is InputEventKey and
if Input.is_action_just_pressed("ui_cancel"):
get_tree().change_scene_to_file("res://scenes/menu.tscn")
func checkPositionInsideView(checkpos: Vector2) -> bool:
var viewsize = camera.get_viewport_rect().size
var canvas_pos = camera.get_viewport().get_canvas_transform().affine_inverse() * -checkpos
print("cp="+str(canvas_pos) + " viewsize="+str(viewsize))
if canvas_pos.x < 0 and canvas_pos.x > -viewsize.x:
if canvas_pos.y < 0 and canvas_pos.y > -viewsize.y:
return true
return false
func constrain(val,a,b):
var vmin=min(a,b)
var vmax=max(a,b)
return min(vmax,max(vmin,val))