extends Node2D @onready var camera: Camera2D = $Camera2D @onready var countdown: Timer = $countdown @onready var countdown_label: Label = $hud/countdown_label @onready var cars: Node = $cars @onready var game_hud_animations: AnimationPlayer = $hud/game_hud_animations @onready var times_container: HFlowContainer = $hud/times_container @onready var timer_close: Timer = $timer_close const caroffset= 32+4 #space cars on start line var viewCarMargin=Vector2(0.7,0.7) #1=zoom out full speed when car is at border. 0.9 zoom out full speed when car is 10% away from border var viewCarMargin_zoomstart=viewCarMargin-Vector2(0.2,0.2) #start zooming var viewCarMargin_zoombackup=viewCarMargin_zoomstart-Vector2(0.1,0.1) #start zooming back in var zoomspeed=0.5 var zoomspeed_backup=0.1 #relative to screen size var zoom_normal=1.5 const CAMERA_POSITION_SPEED=0.02 #0.0 - 1.0, higher=faster var camera_zoom_out_lookahead_time=1 #predicted position of car in t seconds for camera coverage. greater value=earlier zoom out and movement of camera var running=false var time_close_keypressed=1 #seconds to wait after key pressed at endscreen var game_ended=false # Called when the node enters the scene tree for the first time. func _ready() -> void: Gamestate.resetTimeElapsed() countdown.start() countdown_label.visible=true #Load Map var checkpoints :Array[String]=[] var mapscene=load(Gamestate.getSelectedMapSceneName()) var mapsceneinstance=mapscene.instantiate() add_child(mapsceneinstance) for mapc in mapsceneinstance.get_children(): if mapc.name.begins_with("area_cp"): checkpoints.append(mapc.name) print(str(checkpoints.size())+" Checkpoints found") var i=0 for player in Gamestate.getPlayers(): #create all players var newcarscene=load("res://scenes/car.tscn") var newcarinstance=newcarscene.instantiate() cars.add_child(newcarinstance) newcarinstance.setPlayerinformation(i,player.color) newcarinstance.setPosition(Vector2(0,ceil(i/2.0)*(fmod(i,2)-0.5)*2.0*caroffset)) newcarinstance.setCheckpoints(checkpoints,Gamestate.getRounds()) newcarinstance.getCharacterBody().car_finished.connect(_on_car_finished) print("carpos is ="+str(newcarinstance.getPosition())+" instancepos="+str(newcarinstance.position)) i+=1 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: if running: Gamestate.addTimeElapsed(delta) if !countdown.is_stopped(): countdown_label.text=str(round(countdown.time_left)) updateCameraMovement(delta) #$hud/debuglabel.text=""+str(calculatedViewCarMargin)+" / "+str(viewCarMargin_zoomstart)+" zoomspeed="+str(mapped_zoomspeed) #$hud/debuglabel.text=""+str(calculatedViewCarMargin)+" / "+str(viewsize)+" zoomspeed="+str(mapped_zoomspeed) $hud/timer.text=str(round(Gamestate.getTimeElapsed()*1000)/1000.0) if game_ended: var anyplayerkeypressed=false var id=0 for p in Gamestate.getPlayers(): if Input.is_action_pressed(Gamestate.userinput_prefix+str(id)): anyplayerkeypressed=true id+=1 if anyplayerkeypressed and timer_close.time_leftviewCarMargin_zoomstart_pixels.x or calculatedViewCarMargin.y>viewCarMargin_zoomstart_pixels.y: #cars not in view camera.zoom-=Vector2(mapped_zoomspeed*delta,mapped_zoomspeed*delta) elif calculatedViewCarMargin.x 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)) func constrain2(val:Vector2,a:Vector2,b:Vector2): var vmin=a.min(b) var vmax=a.max(b) return vmax.min(vmin.max(val)) func _on_countdown_timeout() -> void: running=true var cars=cars.get_children() for c in cars: c.setRunning(true) countdown_label.visible=false func _on_car_finished(playerid,finalTime) -> void: times_container.addFinishedPlayer(playerid,finalTime) if times_container.getPlayersFinished() == Gamestate.getPlayers().size(): #all players have finish times finishGame()# Game finished func finishGame(): print("Game Finished") running=false game_ended=true game_hud_animations.play("game_end") timer_close.start() #overlaycolor.visible=true func _on_timer_close_timeout() -> void: print("Close Map") get_tree().change_scene_to_file("res://scenes/menu.tscn")