extends Spatial var player:Player onready var camera:InterpolatedCamera = get_node("camera") onready var ingame_menu:Spatial = find_node("ingame_menu") func _physics_process(delta): if is_network_master() && player != null: if Input.is_action_just_pressed("controls_menu"): ingame_menu.set_visible(not ingame_menu.is_visible_in_tree()) if player.is_out: camera.set_speed(0.1) if player.timer.get_time_left() > 0: get_node("hud/reset").set_text(str(int(player.timer.get_time_left()) + 1)) else: get_node("hud/reset").set_text(tr("RESET")) if Input.is_action_pressed("controls_reset"): if player.reset(): camera.set_speed(10) get_node("hud/reset").set_text("") elif not ingame_menu.is_visible_in_tree(): if Input.is_action_pressed("controls_thrust"): player.thrust = 1 elif Input.is_action_pressed("controls_break"): player.thrust = -1 else: player.thrust = 0 get_node("hud/speed_slider").set_value(player.current_speed * 1000) if Input.is_action_pressed("debug_camera_1"): set_debug_camera(0) elif Input.is_action_pressed("debug_camera_2"): set_debug_camera(1) elif Input.is_action_pressed("debug_camera_3"): set_debug_camera(2) elif Input.is_action_pressed("debug_camera_4"): set_debug_camera(3) func set_player(path:String): player = get_node(path) get_node("inventory").set_player(player) camera.set_target_path(player.find_node("CameraTarget").get_path()) camera.set_interpolation_enabled(true) camera.set_speed(10) func set_debug_camera(idx): if idx < gamestate.game.get_node("players").get_child_count(): camera.set_target_path(gamestate.game.get_node("players").get_child(idx).find_node("CameraTarget").get_path())