231 lines
5.9 KiB
GDScript3
231 lines
5.9 KiB
GDScript3
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extends Node
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class_name Player
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const MAX_SPEED:float = 0.2
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const START_OFFSET = [1.70223, 1.20223, 0.702227, 0.202227 ]
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const LANE_OFFSET = [-0.085, 0.085, -0.255, 0.255 ]
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export var player_color:Color
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var player_name:String
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var thrust:int = 0
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var current_speed:float = 0.0
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export var speed_factor:float = 0.001
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export var brake_factor:float = 2.0
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export var friction_brake_factor:float = 0.8
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onready var race_car = get_node("Path/PathFollow/raceCar")
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onready var timer:Timer = get_node("ResetTimer")
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onready var path:Path = get_node("Path")
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onready var follow:PathFollow = get_node("Path/PathFollow")
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onready var route:Route
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var lane:int
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var start_init:bool = true
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var has_next:bool = false
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var is_resetable:bool = false
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var buffered_curve:Curve3D
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var buffered_translate:Vector3 = Vector3(0,0,0)
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var buffered_rotation:Vector3 = Vector3(0,0,0)
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var last_rotation:Vector3 = Vector3(0,0,0)
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var torque_penalty:Vector3
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var force_penalty:Vector3
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var path_penalty:float
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var is_out:bool = false
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var position:Vector2
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puppet var slave_position:Vector2
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func _ready():
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route = gamestate.game.route
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race_car.road_ray.set_collision_mask_bit(get_index(),1)
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path.curve = path.curve.duplicate()
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path.curve.set_bake_interval(0.05)
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func _physics_process(delta):
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if is_network_master():
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if not is_out:
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var max_speed = MAX_SPEED
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if get_road() != null:
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var road = get_road()
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if is_in_group("first"):
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max_speed *= road.get_first_speed_factor()
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if road.get_creator() == get_index():
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max_speed *= road.get_creator_speed_factor()
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else:
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max_speed *= road.get_chasers_speed_factor()
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if thrust == 1:
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current_speed += speed_factor
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elif thrust == -1:
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current_speed -= speed_factor * brake_factor
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else:
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current_speed -= speed_factor * friction_brake_factor
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if current_speed >= max_speed:
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current_speed = max_speed
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elif current_speed < 0:
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current_speed = 0
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follow.set_offset(follow.get_offset() + current_speed)
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if follow.get_offset() < 0:
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follow.set_offset(0)
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if has_next && (path.curve.get_point_count() == 0 || follow.get_unit_offset() >= 1.0):
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has_next = false
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if path.curve.get_point_count() > 0:
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path.curve.clear_points()
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path.curve.set_bake_interval(0.05)
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for i in range(buffered_curve.get_point_count()):
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var _pos = buffered_curve.get_point_position(i)
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var _in = buffered_curve.get_point_in(i)
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var _out = buffered_curve.get_point_out(i)
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if buffered_rotation.length() != 0:
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_pos = _pos.rotated(buffered_rotation.normalized(), buffered_rotation.length())
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_in = _in.rotated(buffered_rotation.normalized(), buffered_rotation.length())
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_out = _out.rotated(buffered_rotation.normalized(), buffered_rotation.length())
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path.curve.add_point(buffered_translate + _pos, _in, _out)
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path.curve.set_point_tilt(i, buffered_curve.get_point_tilt(i))
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if not start_init:
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follow.set_offset(0.001)
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else:
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follow.set_offset(START_OFFSET[lane])
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start_init = false
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if get_road() != null:
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var road = get_road()
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var penalty_index = road.penalty_index(follow.get_offset(), current_speed)
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if penalty_index >= 0:
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torque_penalty = road.get_torque_penalty(penalty_index)
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force_penalty = road.get_force_penalty(penalty_index)
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path_penalty = road.get_path_penalty(penalty_index)
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is_out = true
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is_resetable = false
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timer.start()
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check_position()
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else:
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race_car.get_node("ray").set_enabled(false)
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if force_penalty.length() != 0:
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race_car.move_and_slide(force_penalty * current_speed + Vector3(0,-0.5,0))
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if torque_penalty.length() != 0:
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race_car.rotate_object_local(torque_penalty.normalized(), torque_penalty.length() * current_speed)
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if path_penalty > 0 && follow.get_offset() > 0.0:
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follow.set_offset(follow.get_offset() - 0.01)
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path_penalty -= 0.01
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current_speed -= 0.0002
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if current_speed < 0:
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current_speed = 0
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else:
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position = slave_position
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func get_road():
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return race_car.road
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func _on_raceCar_road_entered(road):
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var prev_road = route.get_road(road.get_index()-1)
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if prev_road != null:
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prev_road.body.set_collision_layer_bit(get_index(),0)
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buffered_curve = road.get_lane_curve(lane)
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buffered_rotation = last_rotation
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if path.curve.get_point_count() > 0:
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buffered_translate = Util.curve_get_last_point(path.curve)
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if road.get_end_rotation().length() != 0:
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last_rotation += road.get_end_rotation()
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has_next = true
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func get_player_name():
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return player_name
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func set_player_name(new_name):
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player_name = new_name
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func get_player_color():
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return player_color
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func set_player_color(new_color):
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player_color = new_color
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var material = SpatialMaterial.new()
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material.set_albedo(player_color)
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race_car.get_node("body").set_surface_material(1,material)
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remotesync func set_first(is_first:bool):
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if is_first:
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add_to_group("first")
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else:
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remove_from_group("first")
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master func check_position():
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position = Vector2(race_car.road_index, follow.get_offset())
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rset("slave_position", position)
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master func reset():
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if is_resetable:
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has_next = false
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current_speed = 0
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var road = race_car.road
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road.body.set_collision_layer_bit(get_index(),1)
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while road.reset_index != 0:
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road = route.get_road(road.get_index() - road.reset_index)
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road.body.set_collision_layer_bit(get_index(),1)
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path.curve.clear_points()
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force_penalty = Vector3(0,0,0)
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torque_penalty = Vector3(0,0,0)
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buffered_translate = road.get_translation()
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last_rotation = road.get_rotation()
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race_car.road_index = road.get_index()
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race_car.road = null
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race_car.collider = null
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race_car.transform = Transform()
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race_car.get_node("ray").set_enabled(true)
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follow.set_transform(road.get_transform())
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is_out = false
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is_resetable = false
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return true
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else:
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return false
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func set_start(new_lane:int):
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lane = new_lane
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follow.set_h_offset(LANE_OFFSET[lane])
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func _on_ResetTimer_timeout():
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is_resetable = true
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