godot_rl_Racer / managers /game_manager.gd
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extends Node
var players = {}
var n_waypoints = -1
var waypoints : Node3D = null:
get: return waypoints
set(value):
waypoints = value
waypoints.get_children()[0].visible = true
var ui = null
var current_player_index = 0
var player_list = []
var countdown_scene = preload("res://UICountDown.tscn")
var fly_cam : Node3D
func _process(_delta):
if Input.is_action_just_pressed("ui_cancel"):
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE else Input.MOUSE_MODE_VISIBLE
if Input.is_action_just_pressed("next_player"):
player_list[current_player_index].set_control(false)
current_player_index = wrap(current_player_index+1, 0, len(player_list))
player_list[current_player_index].set_control(true)
if Input.is_action_just_pressed("previous_player"):
player_list[current_player_index].set_control(false)
current_player_index = wrap(current_player_index-1, 0, len(player_list))
player_list[current_player_index].set_control(true)
if Input.is_action_just_pressed("toggle_flycam"):
if fly_cam.is_controlled:
fly_cam.set_control(false)
player_list[current_player_index].set_control(true)
else:
player_list[current_player_index].set_control(false)
fly_cam.set_control(true)
func register_player(player : VehicleBody3D):
players[player] = 0
if player.controlled:
current_player_index = len(player_list)
player_list.append(player)
#player.set_physics_process(false)
func register_flycam(camera : Node3D):
print("camera registered")
fly_cam = camera
func player_crossed_waypoint(player : VehicleBody3D, id : int):
if players[player] == id:
#waypoints.get_children()[players[player]].visible = false
players[player] += 1
if players[player] == n_waypoints:
EventManager.lap_finished(player)
players[player] = players[player] % n_waypoints
player.crossed_waypoint()
#waypoints.get_children()[players[player]].visible = true
func get_next_waypoint(player : VehicleBody3D):
return waypoints.get_children()[players[player]]
func get_next_next_waypoint(player : VehicleBody3D):
return waypoints.get_children()[(players[player]+1) % n_waypoints]
func reset_waypoints(player):
players[player] = 0
func unpause_players():
for player in players.keys():
EventManager.lap_started(player)
player.set_physics_process(true)