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