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MUR/scripts/game/game.gd

65 lines
1.6 KiB
GDScript

extends Spatial
class_name Game
var players:Array
var route:Route
var first:Player
var last:Player
const REMOVE_LAST = 2
func _ready():
route = get_node("route")
find_node("sun").set_visible(config.get_value("graphics","light", false))
if find_node("sun").is_visible_in_tree():
find_node("sun").set_shadow(config.get_value("graphics","shadows", false))
if is_network_master():
route.set_road(roads_factory.START, -1)
route.rpc("set_road",roads_factory.START, -1)
func _physics_process(delta):
if is_network_master():
set_player_order()
check_autotrack()
func get_player(player_id:String):
if get_node("players") != null && get_node("players").has_node(player_id):
return get_node("players").get_node(player_id)
return null
func get_player_by_network_id(network_id:int):
return get_player(str(network_id))
func set_player_order():
players = get_node("players").get_children()
players.sort_custom(PlayerSorter,"sort")
if players.size() > 0 && players[0] != first:
new_first(players[0])
if players.size() > 0 && players[players.size()-1] != last:
last = players[players.size()-1]
func new_first(player):
if first != null:
first.rpc("set_first",false)
first = player
first.rpc("set_first",true)
func check_autotrack():
if first != null:
if first.position.x != -1 && route.get_last_road() != null:
if first.position.x == route.get_last_road().get_index():
route.set_road(roads_factory.STRAIGHT, -1)
route.rpc("set_road", roads_factory.STRAIGHT, -1)
class PlayerSorter:
static func sort(a, b):
return a.position.x > b.position.x || a.position.x == b.position.x && a.position.y > b.position.y