add car timeout

This commit is contained in:
interfisch 2025-03-22 15:53:00 +01:00
parent 23a2e784a9
commit b25f433914
4 changed files with 44 additions and 21 deletions

View file

@ -239,8 +239,10 @@ stream = SubResource("AudioStreamRandomizer_evs7n")
bus = &"Crash"
[node name="NoInputTimer" type="Timer" parent="CharacterBody_Car"]
wait_time = 10.0
wait_time = 15.0
one_shot = true
autostart = true
[connection signal="timeout" from="CharacterBody_Car/resetTimer" to="CharacterBody_Car" method="_on_reset_timer_timeout"]
[connection signal="timeout" from="CharacterBody_Car/collisionEnableTimer" to="CharacterBody_Car" method="_on_collision_enable_timer_timeout"]
[connection signal="timeout" from="CharacterBody_Car/NoInputTimer" to="CharacterBody_Car" method="_on_no_input_timer_timeout"]

View file

@ -83,6 +83,7 @@ var autoreset=false
var autosteer_enabled=false
var no_input_timeout_flag=false
var burnout:float=0 #at 0 is off
@ -129,7 +130,7 @@ func _physics_process(delta: float) -> void:
$Burnout_Left.emitting=false
$Burnout_Right.emitting=false
#update_timeout_visibility()
update_timeout_visibility()
move_and_slide()
for i in get_slide_collision_count():
@ -155,12 +156,9 @@ func _physics_process(delta: float) -> void:
if velocity.length() < resetcar_stoppedspeed and autosteer_enabled: #moving slow, possibly crash?
if reset_timer.is_stopped():
reset_timer.start()
if no_input_timer.is_stopped():
no_input_timer.start()
if velocity.length() > resetcar_movingspeed:
reset_timer.stop()
no_input_timer.stop()
if running:
enginesound.setCarSpeed(velocity.length())
@ -175,17 +173,17 @@ func _on_reset_timer_timeout() -> void:
autoreset=true
func update_timeout_visibility():
var fadeout=1-constrain((3-no_input_timer.time_left)/3.0,0.0,1.0) #1= full visible, 0=timeouted
var no_input_timer_time_left=no_input_timer.time_left
if (no_input_timer.is_stopped()):
no_input_timer_time_left=no_input_timer.wait_time
if no_input_timeout_flag:
no_input_timer_time_left=0 #car already disappeared
var fadeout=1-constrain((3-no_input_timer_time_left)/3.0,0.0,1.0) #1= full visible, 0=timeouted
$sprite_body.modulate.a=fadeout
$sprite_features.modulate.a=fadeout
$sprite_steeringwheel.modulate.a=fadeout
func getNoInputTimeout():
if no_input_timer.time_left<=0:
return true
else:
return false
func apply_friction():
if velocity.length() < STANDSTILLSPEED: #standstill
velocity=Vector2.ZERO
@ -250,7 +248,16 @@ func get_input(delta:float):
applied_engine_power=0
var key_accelerator_pressed=Input.is_action_pressed(Gamestate.userinput_prefix+str(playerid))
#check Input Timeout
if key_accelerator_pressed:
no_input_timer.stop()
else:
if no_input_timer.is_stopped() and !no_input_timeout_flag: #reset timer
no_input_timer.start()
if key_accelerator_pressed:
if running:
#velocity = transform.x * 500
applied_engine_power=engine_power
@ -284,8 +291,6 @@ func get_input(delta:float):
steer_direction+=constrain(steer_direction_aim-steer_direction,max_steering_change*delta,-max_steering_change*delta) #smooth steering. towards steer_direction_aim
$sprite_steeringwheel.rotation=steer_direction
print("steer_direction="+str(steer_direction)+" \t resetcar_steerangle="+str(resetcar_steerangle)+" \t steer_direction_aim="+str(steer_direction_aim))
func calculate_steering(delta:float):
var rear_wheel = position - transform.x *wheel_base/2.0
@ -337,6 +342,7 @@ func check_markers():
running=false
finalTime=Gamestate.getTimeElapsed()
car_finished.emit(playerid,finalTime)
no_input_timer.stop() #avoid removing player after finished
elif rcc_collidername.begins_with("area_cp"):
var nextcp_i=getNextCPindex()
@ -366,3 +372,8 @@ func getNextCPindex():
func _on_collision_enable_timer_timeout() -> void:
collision_shape.disabled=false
func _on_no_input_timer_timeout() -> void:
no_input_timeout_flag=true
running=false

View file

@ -44,3 +44,6 @@ func getCharacterBody():
func hasFinished():
return cbcar.finalTime!=-1
func getNoInputTimeout():
return cbcar.no_input_timeout_flag

View file

@ -102,6 +102,7 @@ func _process(delta: float) -> void:
#if !countdown.is_stopped():
# countdown_label.text=str(round(countdown.time_left))
checkCarsTimeout(delta)
updateCameraMovement(delta)
#$hud/debuglabel.text=""+str(calculatedViewCarMargin)+" / "+str(viewCarMargin_zoomstart)+" zoomspeed="+str(mapped_zoomspeed)
@ -126,10 +127,14 @@ func _process(delta: float) -> void:
timer_close.start() #start timer when no key is pressed
func checkCarsTimeout(delta: float):
# Remove cars from game if they are not participating
var cars=cars.get_children()
for c in cars: #check if any one car is still driving
if !c.hasFinished() and c.getNoInputTimeout():
print("Removing car")
c.queue_free()
if cars.size()<=0 and !game_ended: #no cars left
end_game()
func updateCameraMovement(delta: float):
@ -225,7 +230,8 @@ func _on_countdown_timeout() -> void:
func _on_car_finished(playerid,finalTime) -> void:
times_container.addFinishedPlayer(playerid,finalTime,Gamestate.getPlayers().size())
if times_container.getPlayersFinished() == Gamestate.getPlayers().size(): #all players have finish times
#if times_container.getPlayersFinished() == Gamestate.getPlayers().size(): #all players have finish times
if times_container.getPlayersFinished() == cars.get_children().size(): #all players still in game have finish times
finishGame()# Game finished
func _on_car_on_checkpoint(playerid,checkpointtimes,i) -> void:
@ -252,9 +258,7 @@ func _on_car_on_checkpoint(playerid,checkpointtimes,i) -> void:
func finishGame():
print("Game Finished")
running=false
game_ended=true
end_game()
#change rank for players
var players_ranked :Array = Gamestate.getPlayers().duplicate()
@ -288,10 +292,13 @@ func finishGame():
highscore_label.modulate=Color(200,0,0)
game_hud_animations.play("game_end")
timer_close.start()
#overlaycolor.visible=true
func end_game():
running=false
game_ended=true
game_hud_animations.play("game_end")
timer_close.start()
func custom_array_sort_player_finaltime(a, b):
#var cars=cars.get_children()