added the game

This commit is contained in:
JHDev2006
2025-09-13 16:30:32 +01:00
parent 5ef689109b
commit 3773bdaf64
3616 changed files with 263702 additions and 0 deletions

View File

@@ -0,0 +1,114 @@
class_name TrackRider
extends Node2D
@export var attached_entity: Node2D = null
@export_range(1, 8, 1) var speed := 2
@export_enum("Forward", "Backward") var direction := 0
var velocity := Vector2.ZERO
var last_position := Vector2.ZERO
var direction_vector := Vector2i.ZERO
var current_track: Track = null
var track_idx := -1
var can_attach := true
var travelling_on_rail := false
func _ready() -> void:
start()
await get_tree().physics_frame
if attached_entity != null:
attach_to_joint(attached_entity)
func start() -> void:
current_track = null
track_idx = -1
func check_for_entities() -> void:
for i in $Hitbox.get_overlapping_bodies():
print(i)
if i.has_node("TrackJoint"):
attach_to_joint(i)
return
for i in $Hitbox.get_overlapping_areas():
print(i)
if i.owner.has_node("TrackJoint"):
attach_to_joint(i.owner)
return
func _physics_process(delta: float) -> void:
if attached_entity == null:
check_for_entities()
return
if travelling_on_rail == false:
velocity.y += 10
global_position += velocity * delta
check_for_rail()
last_position = global_position
func attach_to_joint(node: Node2D) -> void:
var joint = node.get_node("TrackJoint")
joint.is_attached = true
if joint.movement_node != null:
joint.movement_node.active = false
joint.attached.emit()
elif joint.disable_physics:
node.set_physics_process(false)
joint.rider = self
node.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF
node.reparent($Joint, false)
node.position = joint.offset
attached_entity = node
func check_for_rail() -> void:
if travelling_on_rail == false and can_attach:
for i in $Hitbox.get_overlapping_areas():
if i.get_parent() is TrackPiece and i.get_parent().owner != current_track:
var piece: TrackPiece = i.get_parent()
if piece.owner.length <= 0:
continue
global_position = piece.global_position
travelling_on_rail = true
current_track = piece.owner
track_idx = piece.idx
if track_idx >= current_track.path.size():
direction = 1
if direction == 1:
track_idx -= 1
track_idx = clamp(track_idx, 0, current_track.path.size() - 1)
if travelling_on_rail:
direction_vector = current_track.path[track_idx] * [1, -1][direction]
if current_track != null:
move_tween(Vector2(direction_vector))
func move_tween(new_direction := Vector2.ZERO) -> void:
var tween = create_tween()
tween.tween_property(self, "global_position", global_position + (new_direction * 16), float(1.0 if new_direction.is_normalized() else 1.414) / (speed * 2))
await tween.finished
track_idx += [1, -1][direction]
if track_idx >= current_track.length and direction == 0:
track_idx = current_track.length - 1
if current_track.end_point == 0:
direction = 1
else:
detach_from_rail()
return
if track_idx < 0 and direction == 1:
track_idx = 0
if current_track.start_point == 0:
direction = 0
else:
detach_from_rail()
return
check_for_rail()
func detach_from_rail() -> void:
can_attach = false
travelling_on_rail = false
track_idx = -1
velocity = direction_vector * speed * 48
await get_tree().create_timer(0.1, false).timeout
can_attach = true