fix round display when custom map rounds
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37e0c0470d
commit
0fad385344
3 changed files with 7 additions and 1 deletions
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@ -4,6 +4,9 @@ extends Node2D
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var reference_gamestateplayer
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func setMapRounds(r:int):
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$CharacterBody_Car/label_round.map_rounds=r
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func getSpeed() -> float:
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return cbcar.velocity.length()
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@ -62,6 +62,7 @@ func _ready() -> void:
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if (mapsceneinstance.override_rounds_number>0): #if set to 0, do not override
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map_rounds=mapsceneinstance.override_rounds_number
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print(str(checkpoints.size())+" Checkpoints found")
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@ -84,6 +85,7 @@ func _ready() -> void:
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newcarinstance.setCheckpoints(checkpoints,map_rounds)
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newcarinstance.getCharacterBody().car_finished.connect(_on_car_finished)
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newcarinstance.getCharacterBody().car_on_checkpoint.connect(_on_car_on_checkpoint)
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newcarinstance.setMapRounds(map_rounds) #give information to each car (to show correct rounds number)
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var startmarker:Sprite2D=mapsceneinstance.get_node("startmarker")
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if startmarker != null:
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@ -2,6 +2,7 @@ extends Label
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@onready var animation_player: AnimationPlayer = $"../AnimationPlayer"
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var map_rounds=0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@ -13,7 +14,7 @@ func _process(delta: float) -> void:
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pass
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func showRounds(round):
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var rounds=Gamestate.getRounds()
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var rounds=map_rounds
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if (round==-1): #finished
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round=rounds
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text=str(round)+"/"+str(rounds)
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