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