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2 commits
8871e4663c
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b25f433914
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b25f433914 | |||
23a2e784a9 |
4 changed files with 65 additions and 15 deletions
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@ -238,5 +238,11 @@ bus = &"Crash"
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stream = SubResource("AudioStreamRandomizer_evs7n")
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bus = &"Crash"
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[node name="NoInputTimer" type="Timer" parent="CharacterBody_Car"]
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wait_time = 15.0
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one_shot = true
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autostart = true
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[connection signal="timeout" from="CharacterBody_Car/resetTimer" to="CharacterBody_Car" method="_on_reset_timer_timeout"]
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[connection signal="timeout" from="CharacterBody_Car/collisionEnableTimer" to="CharacterBody_Car" method="_on_collision_enable_timer_timeout"]
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[connection signal="timeout" from="CharacterBody_Car/NoInputTimer" to="CharacterBody_Car" method="_on_no_input_timer_timeout"]
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@ -58,7 +58,7 @@ var steering_distance_close_fast=64
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var resetcar_stoppedspeed = 50 #activate timer when below this speed
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var resetcar_movingspeed=resetcar_stoppedspeed+10 #stop timer when above this speed
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var resetcar_distance=128 #196 is roughly when car is in the middle of a two wide road
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var resetcar_steerangle=120
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var resetcar_steerangle=120.0/360.0*2*PI
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# other car avoidance
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var avoid_car_distance_far=100
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@ -83,6 +83,7 @@ var autoreset=false
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var autosteer_enabled=false
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var no_input_timeout_flag=false
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var burnout:float=0 #at 0 is off
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@ -91,6 +92,7 @@ var burnout:float=0 #at 0 is off
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@onready var reset_timer: Timer = $resetTimer
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@onready var no_input_timer: Timer = $NoInputTimer
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@onready var ray_cast_car: RayCast2D = $RayCast_Car #for tracking markers
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@ -128,6 +130,7 @@ func _physics_process(delta: float) -> void:
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$Burnout_Left.emitting=false
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$Burnout_Right.emitting=false
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update_timeout_visibility()
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move_and_slide()
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for i in get_slide_collision_count():
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@ -153,6 +156,7 @@ func _physics_process(delta: float) -> void:
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if velocity.length() < resetcar_stoppedspeed and autosteer_enabled: #moving slow, possibly crash?
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if reset_timer.is_stopped():
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reset_timer.start()
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if velocity.length() > resetcar_movingspeed:
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reset_timer.stop()
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@ -168,6 +172,18 @@ func _physics_process(delta: float) -> void:
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func _on_reset_timer_timeout() -> void:
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autoreset=true
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func update_timeout_visibility():
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var no_input_timer_time_left=no_input_timer.time_left
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if (no_input_timer.is_stopped()):
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no_input_timer_time_left=no_input_timer.wait_time
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if no_input_timeout_flag:
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no_input_timer_time_left=0 #car already disappeared
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var fadeout=1-constrain((3-no_input_timer_time_left)/3.0,0.0,1.0) #1= full visible, 0=timeouted
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$sprite_body.modulate.a=fadeout
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$sprite_features.modulate.a=fadeout
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$sprite_steeringwheel.modulate.a=fadeout
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func apply_friction():
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if velocity.length() < STANDSTILLSPEED: #standstill
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velocity=Vector2.ZERO
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@ -228,12 +244,20 @@ func get_input(delta:float):
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steer_direction=1
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'''
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steer_direction+=constrain(steer_direction_aim-steer_direction,max_steering_change*delta,-max_steering_change*delta)
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applied_engine_power=0
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var key_accelerator_pressed=Input.is_action_pressed(Gamestate.userinput_prefix+str(playerid))
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#check Input Timeout
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if key_accelerator_pressed:
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no_input_timer.stop()
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else:
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if no_input_timer.is_stopped() and !no_input_timeout_flag: #reset timer
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no_input_timer.start()
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if key_accelerator_pressed:
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if running:
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#velocity = transform.x * 500
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applied_engine_power=engine_power
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@ -256,17 +280,16 @@ func get_input(delta:float):
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if autoreset and running:
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acceleration = transform.x * braking #drive backwards
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if distance_min>=resetcar_distance: #nothing in front of car
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steer_direction=resetcar_steerangle #keep steering so turn around if standing in the middle of a track
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else:
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steer_direction*=-1 #invert steering
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steer_direction_aim=resetcar_steerangle #keep steering to turn around if standing in the middle of a track
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#steer_direction=steer_direction_aim #steer without smoothing
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else:
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if steer_direction>1:
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if steer_direction_aim<0.1:
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resetcar_steerangle=max(-resetcar_steerangle,+resetcar_steerangle) #calculate steering direction for next autoreset
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if steer_direction<1:
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if steer_direction_aim>0.1:
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resetcar_steerangle=min(-resetcar_steerangle,+resetcar_steerangle) #calculate steering direction for next autoreset
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steer_direction+=constrain(steer_direction_aim-steer_direction,max_steering_change*delta,-max_steering_change*delta) #smooth steering. towards steer_direction_aim
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$sprite_steeringwheel.rotation=steer_direction
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func calculate_steering(delta:float):
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@ -319,6 +342,7 @@ func check_markers():
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running=false
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finalTime=Gamestate.getTimeElapsed()
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car_finished.emit(playerid,finalTime)
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no_input_timer.stop() #avoid removing player after finished
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elif rcc_collidername.begins_with("area_cp"):
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var nextcp_i=getNextCPindex()
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@ -348,3 +372,8 @@ func getNextCPindex():
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func _on_collision_enable_timer_timeout() -> void:
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collision_shape.disabled=false
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func _on_no_input_timer_timeout() -> void:
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no_input_timeout_flag=true
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running=false
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@ -44,3 +44,6 @@ func getCharacterBody():
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func hasFinished():
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return cbcar.finalTime!=-1
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func getNoInputTimeout():
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return cbcar.no_input_timeout_flag
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@ -102,6 +102,7 @@ func _process(delta: float) -> void:
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#if !countdown.is_stopped():
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# countdown_label.text=str(round(countdown.time_left))
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checkCarsTimeout(delta)
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updateCameraMovement(delta)
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#$hud/debuglabel.text=""+str(calculatedViewCarMargin)+" / "+str(viewCarMargin_zoomstart)+" zoomspeed="+str(mapped_zoomspeed)
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@ -125,6 +126,15 @@ func _process(delta: float) -> void:
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if !anyplayerkeypressed and timer_close.is_stopped():
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timer_close.start() #start timer when no key is pressed
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func checkCarsTimeout(delta: float):
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# Remove cars from game if they are not participating
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var cars=cars.get_children()
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for c in cars: #check if any one car is still driving
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if !c.hasFinished() and c.getNoInputTimeout():
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print("Removing car")
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c.queue_free()
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if cars.size()<=0 and !game_ended: #no cars left
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end_game()
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func updateCameraMovement(delta: float):
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@ -220,7 +230,8 @@ func _on_countdown_timeout() -> void:
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func _on_car_finished(playerid,finalTime) -> void:
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times_container.addFinishedPlayer(playerid,finalTime,Gamestate.getPlayers().size())
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if times_container.getPlayersFinished() == Gamestate.getPlayers().size(): #all players have finish times
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#if times_container.getPlayersFinished() == Gamestate.getPlayers().size(): #all players have finish times
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if times_container.getPlayersFinished() == cars.get_children().size(): #all players still in game have finish times
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finishGame()# Game finished
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func _on_car_on_checkpoint(playerid,checkpointtimes,i) -> void:
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@ -247,9 +258,7 @@ func _on_car_on_checkpoint(playerid,checkpointtimes,i) -> void:
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func finishGame():
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print("Game Finished")
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running=false
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game_ended=true
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end_game()
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#change rank for players
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var players_ranked :Array = Gamestate.getPlayers().duplicate()
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@ -283,10 +292,13 @@ func finishGame():
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highscore_label.modulate=Color(200,0,0)
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game_hud_animations.play("game_end")
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timer_close.start()
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#overlaycolor.visible=true
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func end_game():
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running=false
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game_ended=true
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game_hud_animations.play("game_end")
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timer_close.start()
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func custom_array_sort_player_finaltime(a, b):
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#var cars=cars.get_children()
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