extends KinematicBody2D var rope = preload("res://Rope.tscn") export var ACCELERATION = 60 export var MAX_SPEED = 150 export var FRICTION = 50 var velocity = Vector2.ZERO var last_in_line var destinationColor = Color.transparent var guestName = 'Car' signal scored(value) var guests = [] func _ready(): last_in_line = self guests.append(last_in_line) pass # Replace with function body. func add_Guest_to_Line(parent,guest): guests.append(guest) print('Picked up Guest %s with color %s'%[guest.guestName,guest.destinationColor]) var parentAnchor = parent.get_node("Anchor") #parentAnchor.add_child(get_a_springjoint(parent,guest)) var piece = rope.instance() parentAnchor.add_child(get_a_pinjoint(parent,piece)) var pieceAnchor = piece.get_node("Anchor") guest.follow_node = pieceAnchor var pua = guest.get_node("PickUpArea") pua.monitorable = false #springJoint.rotation = -rotation piece.start() return guest func get_a_pinjoint(parent,piece): var jointAnchor = parent.get_node("Anchor") piece.anchor_ahead = jointAnchor var joint = PinJoint2D.new() joint.add_child(piece) joint.disable_collision = false joint.softness = 10 joint.node_a = parent.get_path() joint.node_b = piece.get_path() return joint func get_a_springjoint(parent,child): var springJoint = DampedSpringJoint2D.new() #springJoint.rotation+=get_angle_to(guest.global_position) springJoint.set_length(1) springJoint.set_rest_length(0) springJoint.stiffness = 100 springJoint.damping = 1.0 springJoint.disable_collision = true springJoint.node_a =parent.get_path() springJoint.node_b =child.get_path() springJoint.add_child(child) return springJoint func get_score_from_guest(guest): var now = OS.get_system_time_msecs() var subtract = 0 if guest.pickup_time != null: subtract = guest.pickup_time else: subtract = now + 50000 var diff = now - subtract var score = diff / 1000 score = 50 - score return score func remove_Guests_from_Line(color): var colormatches = [] var firstFound for g in range(guests.size()): if guests[g]!= null: if guests[g].destinationColor == color: colormatches.append(guests[g]) if firstFound == null: firstFound = g for i in colormatches: for g in guests: if g.is_in_group('Player'): continue if g.follow_node.get_parent() == i: g.follow_node == g var scoreValue = get_score_from_guest(i) emit_signal("scored",scoreValue) var pos = guests.find(i) #i.queue_free() i.visible = false #guests.remove(pos) if firstFound != null: guests = guests.slice(0,firstFound-1,1,true) return guests.back() func _on_PickupCheckArea_area_entered(area): if area.get_parent().is_in_group("DropOffPoint"): print("It's a DOP") var dop = area.get_parent() var color = dop.destinationColor print(color) last_in_line = remove_Guests_from_Line(color) #drop all guests after first guest.color == DOP.color, also vanish all guests.color == DOP.color pass if area.get_parent().is_in_group("Guest"): if guests.has(area.get_parent()): #print("Area has parent %s" % area.get_parent()) #print("Guests we have:") #print(guests) #print("We already have you in line") pass else: print("Area has parent %s" % area.get_parent()) print("It's a Guest") last_in_line = add_Guest_to_Line(last_in_line,area.get_parent()) print(last_in_line) print(guests) func _physics_process(delta): var direction = Vector2.UP.rotated(rotation).normalized() #Playerrotation nehmen ist sicherer var forward_backward = Input.get_action_strength("ui_up") - Input.get_action_strength("ui_down") if forward_backward != 0: velocity = velocity.move_toward(direction * MAX_SPEED * forward_backward, ACCELERATION * delta) else: velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta) var steer_dir = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left") if steer_dir != 0 && velocity.length() > 0: var direction_new = direction.rotated(PI/1.5 * steer_dir * delta) #print(velocity.length()) #print(velocity.angle_to(velocity.rotated(direction_new.angle()))) velocity = velocity.rotated(direction.angle_to(direction_new)) rotate(direction.angle_to(direction_new)) velocity = move_and_slide(velocity)