extends Node3D | |
class_name CarManager | |
@export var map: Map | |
@export var car_scene: PackedScene | |
var car_left_edge_x: int | |
var car_right_edge_x: int | |
@onready var cars: Array[Node] = get_children() | |
# Called when the node enters the scene tree for the first time. | |
func _ready() -> void: | |
for road_row_idx in map.road_rows.size(): | |
create_car() | |
reset() | |
func create_car(): | |
var new_car = car_scene.instantiate() | |
add_child(new_car) | |
cars.append(new_car) | |
func reset(): | |
# If there are more cars than the current map layout road rows, remove | |
# the extra cars | |
while cars.size() > map.road_rows.size(): | |
cars[cars.size() - 1].queue_free() | |
cars.remove_at(cars.size() - 1) | |
# If there are less cars than the current map layout road rows, | |
# add more cars | |
while cars.size() < map.road_rows.size(): | |
create_car() | |
# Set car edge positions (at which they turn), position and other properties | |
for car_id in cars.size(): | |
var car = cars[car_id] | |
car.left_edge_x = 0 | |
car.right_edge_x = (map.grid_size_x - 1) * map.tile_size | |
car.step_size = map.tile_size | |
car.position.x = range(car.left_edge_x + 2, car.right_edge_x - 2, 2).pick_random() | |
car.position.y = map.tile_size / 2 + 0.75 # 0.75 is to make the bottom of the car be at road height | |
car.position.z = map.road_rows[car_id] * 2 | |
car.current_direction = 1 if randi_range(0, 1) == 0 else -1 | |