LD54/src/game/level.gd

105 lines
3.7 KiB
GDScript

extends Node2D
#constants
## initial width of the drawn track
@export var starting_width := 50.0
## amount of pixels that the width decreases every second
@export var shrink_factor := .1
## the diefference between the track's width and the maximum distance of the car from the center of the track. Should be about half the width of the car
@export var max_distance_offset := .5
## minimum distance traversed in a single frame to be counted as cheese
@export var cheese_distance := 500
## margin for error when checking for laps being driven
@export var lap_count_margin := 50
#references
## reference to the path describing the track
@export var path: Path2D
## reference to the line that draws the visual track
@export var line: Line2D
## reference to the player node
@export var player: StaticBody2D
## reference to the line node used to draw the finish line
@export var finish: Line2D
signal distance_changed(new_distance)
#variables
var width
var running = true
var last_offset = 0.
var lap_distance = 0.
var start
var finish_right
var finish_left
# Called when the node enters the scene tree for the first time.
func _ready():
width = starting_width
var start_out = path.curve.get_point_out(0)
path.curve.set_point_in(path.curve.point_count - 1, path.curve.get_point_in(0))
path.curve.set_point_out(path.curve.point_count - 1, start_out)
line.set_width(width)
line.set_points(path.curve.get_baked_points())
start = path.curve.get_point_position(0)
finish_right = start_out.normalized().rotated(deg_to_rad(90)) * width/2
finish_left = start_out.normalized().rotated(deg_to_rad(-90)) * width/2
finish.add_point(start + finish_right)
finish.add_point(start + finish_left)
# print_debug("start: ", start, "start out: ", start_out.normalized(), " finish left: ", start + start_out.normalized().rotated(90) * width/2, "start right: ", start + start_out.normalized().rotated(-90) * width/2)
player.position = start
player.rotation = start_out.angle()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if (running):
# shrinking the track
width -= shrink_factor * delta
update_line()
# checking whether the player is still on the track
var p_pos = player.position
var closest = path.curve.get_closest_point(p_pos)
var p_dist = (p_pos - closest).length()
# print_debug(" distance from track center: ", p_dist, " current track width: ", width)
if p_dist > width/2 - max_distance_offset:
game_over()
# counting the distance driven
var offset = path.curve.get_closest_offset(p_pos)
var off_diff = offset - last_offset
if off_diff > 0:
if off_diff > path.curve.get_baked_length() - lap_count_margin && off_diff < path.curve.get_baked_length() + lap_count_margin:
print_debug("subtracting a lap")
lap_distance -= path.curve.get_baked_length()
else: if off_diff > cheese_distance:
print_debug("cheese detected")
game_over()
last_offset = offset
if off_diff < 0:
if -off_diff < path.curve.get_baked_length() + lap_count_margin && -off_diff > path.curve.get_baked_length() - lap_count_margin:
print_debug("adding a lap")
lap_distance += path.curve.get_baked_length()
last_offset = offset
distance_changed.emit(get_total_distance())
# print_debug("player distance driven: ", get_total_distance(), " distance since last check: ", off_diff)
func update_line():
line.set_width(width)
finish.points[0] = start + finish_right.normalized() * width/2
finish.points[1] = start + finish_left.normalized() * width/2
func get_total_distance():
return lap_distance + last_offset
func game_over():
running = false
player.dead = true
$player/death_sound.play()
print_debug("final score: ", get_total_distance())
await get_tree().create_timer(3).timeout
get_tree().reload_current_scene() #temp