teststrecke-game/scripts/game.gd

295 lines
10 KiB
GDScript

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
@onready var highscore_label: Label = $hud/highscore_label
const caroffset= 32+4 #space cars on start line
const caroffset_side= 16
const caroffset_rear= 32+16
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()
game_hud_animations.play("game_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
var players_ranked :Array = Gamestate.getPlayers().duplicate()
players_ranked.sort_custom(custom_array_sort_rank) #arrange players by handicap/rank
for player in Gamestate.getPlayers(): #create all players
#get player rank
var i_position=0
while i_position<players_ranked.size() and player.inputkey!=players_ranked[i_position].inputkey:
i_position+=1
var newcarscene=load("res://scenes/car.tscn")
var newcarinstance=newcarscene.instantiate()
cars.add_child(newcarinstance)
newcarinstance.setPlayerinformation(i,player.color,player)
#newcarinstance.setPosition(Vector2(0,ceil(i/2.0)*(fmod(i,2)-0.5)*2.0*caroffset)) #all in a row, alternating up/down
newcarinstance.setPosition(Vector2(caroffset_rear*-1*i_position,(fmod(i_position,2)-0.5)*2.0*caroffset_side))
newcarinstance.setCheckpoints(checkpoints,Gamestate.getRounds())
newcarinstance.getCharacterBody().car_finished.connect(_on_car_finished)
var startmarker:Sprite2D=mapsceneinstance.get_node("startmarker")
if startmarker != null:
var newmarker:Sprite2D=startmarker.duplicate()
newmarker.position=newcarinstance.getPosition()
mapsceneinstance.add_child(newmarker)
print("added startmarker pos="+str(newmarker.position))
startmarker.queue_free() #remove template marker
print("i_position="+str(i_position)+" carpos is ="+str(newcarinstance.getPosition())+" instancepos="+str(newcarinstance.position)+" colori="+str(player.colori)+" color="+str(player.color))
i+=1
func custom_array_sort_rank(a, b):
return a.rank > b.rank #a>b = higher rank (more wins) -> better start position
# 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_left<time_close_keypressed:
timer_close.wait_time=time_close_keypressed #set time back
timer_close.stop() #prepare for restarting at this time
if !anyplayerkeypressed and timer_close.is_stopped():
timer_close.start() #start timer when no key is pressed
func updateCameraMovement(delta: float):
var cars=cars.get_children()
var displayedCarCount=0
var maxCarSpeed=0
var minPos=Vector2.ZERO #min/max x and y position of all cars
var maxPos=Vector2.ZERO
var oneDriving=false
for c in cars: #check if any one car is still driving
if !c.hasFinished():
oneDriving=true
for c in cars:
if !c.hasFinished() or !oneDriving:
var carpos = c.getPosition()
var carposLookahead= c.getPositionLookahead(camera_zoom_out_lookahead_time)
$hud/debuglabel.text=""+str(carpos)+"\n"+str(carposLookahead)
maxCarSpeed=max(maxCarSpeed,c.getSpeed())
if displayedCarCount==0:
minPos=carpos.min(carposLookahead)
maxPos=carpos.max(carposLookahead)
else:
minPos=minPos.min(carpos).min(carposLookahead)
maxPos=maxPos.max(carpos).max(carposLookahead)
displayedCarCount+=1
camera.position=lerp(camera.position,(minPos+maxPos)/2.0,CAMERA_POSITION_SPEED)
var viewsize = camera.get_viewport_rect().size
var carSpread=Vector2(maxPos.x-minPos.x,maxPos.y-minPos.y)
var calculatedViewCarMargin=carSpread*camera.zoom #when cars are screen width apart this number matches viewsize=camera.get_viewport_rect().size
var viewCarMargin_zoomstart_pixels=viewCarMargin_zoomstart*viewsize/camera.zoom
var viewCarMargin_pixels=viewCarMargin*viewsize/camera.zoom
var viewCarMargin_zoombackup_pixels=viewCarMargin_zoombackup*viewsize/camera.zoom
var mapped_zoomspeed_x=constrain(remap(calculatedViewCarMargin.x , viewCarMargin_zoomstart_pixels.x,viewCarMargin_pixels.x,0,zoomspeed),0,zoomspeed)
var mapped_zoomspeed_y=constrain(remap(calculatedViewCarMargin.y , viewCarMargin_zoomstart_pixels.y,viewCarMargin_pixels.y,0,zoomspeed),0,zoomspeed)
var mapped_zoomspeed=max(mapped_zoomspeed_x,mapped_zoomspeed_y)
if calculatedViewCarMargin.x>viewCarMargin_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<viewCarMargin_zoombackup_pixels.x and calculatedViewCarMargin.y<viewCarMargin_zoombackup_pixels.y: #cars in view again
if camera.zoom.x<zoom_normal:
camera.zoom+=Vector2(zoomspeed_backup*delta,zoomspeed_backup*delta)
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))
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
#change rank for players
var players_ranked :Array = Gamestate.getPlayers().duplicate()
players_ranked.sort_custom(custom_array_sort_player_finaltime) #arrange players by handicap/rank
var i=0
for p in players_ranked:
print("Player "+str(i)+" key="+str(OS.get_keycode_string(p.inputkey))+" was rank "+str(p.rank))
var floatrank=1.0-(i*1.0/(Gamestate.getPlayers().size()-1)) #winning player=1.0, losing player=0.0
var rankchangedown=-0.2 #change rank down limit
var rankchangeup=0.5 #change rank up limit
p.rank=p.rank+min(max((floatrank-p.rank),rankchangedown),rankchangeup)
print(" changed to rank "+str(p.rank))
i+=1
if Gamestate.getPlayers().size()==1: #was played in singleplayer
var timediff=HighscoreHandler.updateHighscore(Gamestate.getSelectedMapName(),"normal",str(Gamestate.getRounds()),getfinalTimeByPlayer(Gamestate.getPlayers()[0]))
print("Timediff="+str(timediff))
timediff=round(timediff*1000)/1000
highscore_label.visible=true
if timediff==0: #same time or first entry
highscore_label.text=str(timediff)
highscore_label.modulate=Color(200,200,0)
elif timediff<0: #new highscore
highscore_label.text=str(timediff)
highscore_label.modulate=Color(0,0,200)
elif timediff>0: #worse time
highscore_label.text="+"+str(timediff)
highscore_label.modulate=Color(200,0,0)
game_hud_animations.play("game_end")
timer_close.start()
#overlaycolor.visible=true
func custom_array_sort_player_finaltime(a, b):
#var cars=cars.get_children()
var finalTimeA=getfinalTimeByPlayer(a)
var finalTimeB=getfinalTimeByPlayer(b)
if finalTimeA != null and finalTimeB != null:
return finalTimeA < finalTimeB
else:
return false
#for c in cars:
# if c.reference_gamestateplayer==a:
#finalTimeA=c.getCharacterBody().finalTime
#elif c.reference_gamestateplayer==b:
#finalTimeB=c.getCharacterBody().finalTime
func getfinalTimeByPlayer(player):
var cars=cars.get_children()
for c in cars:
if c.reference_gamestateplayer==player:
return c.getCharacterBody().finalTime
return null
func _on_timer_close_timeout() -> void:
print("Close Map")
get_tree().change_scene_to_file("res://scenes/menu.tscn")