diff --git a/Autobahn_auffahren__uebergabe_V12/Car.gd b/Autobahn_auffahren__uebergabe_V12/Car.gd index e0dadd1f16c5ea28e90ef89a1997de39d138ff1b..a5a4ff26d60837df2672b6223970cafeb2755b2a 100644 --- a/Autobahn_auffahren__uebergabe_V12/Car.gd +++ b/Autobahn_auffahren__uebergabe_V12/Car.gd @@ -25,18 +25,15 @@ var wheel_base = 70 # distance between wheels in pixels var engine_power = 1 # can be lowered if you want the car to accelerate and brake slower var braking = -360*2 # braking power -#export var car_step_finished = false + export var score = 250 var acceleration = Vector2.ZERO export var velocity = Vector2.ZERO export var steer_direction = 0 -#var collisions = 0 -#export var Sensor1 = 0 -#var collisionTimer = 1 var scoreTimer = 1 export var scoreTimerFreeze = false #toogled when finish Line is reached to stop lowering the score @@ -51,7 +48,6 @@ func reset(): velocity = Vector2.ZERO steer_direction = 0 score = 250 - #collisionTimer = 1 scoreTimerFreeze = false turn = 0 @@ -66,7 +62,7 @@ func _ready(): func _network_process(delta): # calls all actions of a step -# _collision_Timer(delta) + _score_Timer(delta) acceleration = Vector2.ZERO calc_steering(delta) @@ -78,7 +74,6 @@ func _network_process(delta): linear_velocityN = velocity calc_distance_Sensor() - #car_step_finished = true func calc_distance_Sensor(): @@ -178,12 +173,7 @@ func calc_orientation(delta): velocity = -new_heading * min(velocity.length(), max_speed_reverse) linear_velocityN = velocity rotation = new_heading.angle() - -#func _on_Player_body_entered(_body): -# #print("Kollision: -50 Punkte") -# score -= 50 -# score_delta -= 50 -# #print("Body entered" + str(score_delta)) + diff --git a/Autobahn_auffahren__uebergabe_V12/Car.tscn b/Autobahn_auffahren__uebergabe_V12/Car.tscn index 61ee9dc041777f7c2b72d1868f236d3434e8e1f6..27d432d8e72266ced148adb7081369e179f81f40 100644 --- a/Autobahn_auffahren__uebergabe_V12/Car.tscn +++ b/Autobahn_auffahren__uebergabe_V12/Car.tscn @@ -49,5 +49,4 @@ visible = false points = PoolVector2Array( 0, 0, 186.399, 37.9332 ) width_curve = SubResource( 3 ) default_color = Color( 0.4, 0.494118, 1, 1 ) -[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"] [connection signal="body_entered" from="Area2D" to="." method="_on_Area2D_body_entered"] diff --git a/Autobahn_auffahren__uebergabe_V12/ControlPanel.gd b/Autobahn_auffahren__uebergabe_V12/ControlPanel.gd index 9d16960285f1caf02f3ba7bd8b348bb6a02a3064..b2d49fdc2b4617ebeea5b5a24859e0bc48d74ef1 100644 --- a/Autobahn_auffahren__uebergabe_V12/ControlPanel.gd +++ b/Autobahn_auffahren__uebergabe_V12/ControlPanel.gd @@ -22,7 +22,7 @@ func _ready(): # visible = !visible -func _network_process(delta): +func _network_process(_delta): #if Player is available update Lables if player: var speedinkmh=player.velocity.length()/32*3.6 diff --git a/Autobahn_auffahren__uebergabe_V12/Mob.tscn b/Autobahn_auffahren__uebergabe_V12/Mob.tscn index 4db63472df15fbe17c8597852120375c8ce7800d..118be0e07163582b554a33e0e4f85a53661cb045 100644 --- a/Autobahn_auffahren__uebergabe_V12/Mob.tscn +++ b/Autobahn_auffahren__uebergabe_V12/Mob.tscn @@ -71,7 +71,5 @@ shape = SubResource( 6 ) [node name="SpeedTimer" type="Timer" parent="."] wait_time = 0.5 one_shot = true -[connection signal="area_entered" from="Area2D" to="." method="_on_Area2D_area_entered"] -[connection signal="area_exited" from="Area2D" to="." method="_on_Area2D_area_exited"] [connection signal="body_entered" from="Area2D" to="." method="_on_Area2D_body_entered"] [connection signal="body_exited" from="Area2D" to="." method="_on_Area2D_body_exited"] diff --git a/Autobahn_auffahren__uebergabe_V12/World.gd b/Autobahn_auffahren__uebergabe_V12/World.gd index 873f6fd806a40af7da19247317d03ee94527d893..3ec7a3f90e721bec5cffa7356b5c433528bafbed 100644 --- a/Autobahn_auffahren__uebergabe_V12/World.gd +++ b/Autobahn_auffahren__uebergabe_V12/World.gd @@ -4,7 +4,6 @@ export(PackedScene) var Mob export(PackedScene) var Mob_LKW signal won -signal step_done_world # The port we will listen to. const PORT = 9080 # Our WebSocketServer instance. @@ -14,8 +13,8 @@ var client_id #var json = JSON.new() export var deltaN = 0.001 -#func _ready(): -# set_camera_limits + + var min_speed = 700 var max_speed = 1100 var lines = [] @@ -53,11 +52,9 @@ func _ready(): #Remove Control pannel to Optimize Image for Maschine learning - # Connect base signals to get notified of new client connections, - # disconnections, and disconnect requests. + # Connect base signal to get notified of new client connections _server.connect("client_connected", self, "_connected") - #_server.connect("client_disconnected", self, "_disconnected") - #_server.connect("client_close_request", self, "_close_request") + # This signal is emitted when not using the Multiplayer API every time a # full packet is received. @@ -77,7 +74,7 @@ func _ready(): func prepareMap(): get_tree().call_group("mobs","queue_free") - + #Random Choice of Map if Input.is_action_pressed("map1"): activeMap = 1 elif Input.is_action_pressed("map2"): @@ -87,8 +84,10 @@ func prepareMap(): else: activeMap = randi()%3+1 + #Coment in with Map of your Choice to supress Random #activeMap = 3 + #Place Spawn points and Finish Line at chosen Map if activeMap == 1: $Lane1Spawn.global_position = $map1Lane1Spawn.global_position $Lane2Spawn.global_position = $map1Lane2Spawn.global_position @@ -113,6 +112,7 @@ func prepareMap(): $Finish_line/CollisionShape2D.global_position = $map3FinishLine.global_position $StartTimer.start() + #Move Car to spawn position and rotation $Car.global_position = $PlayerSpawn.global_position $Car.global_rotation = $PlayerSpawn.global_rotation @@ -232,7 +232,6 @@ func _close_request(id, code, reason): pass # func _disconnected(id, was_clean = false): -# pass # # This is called when a client disconnects, "id" will be the one of the # # disconnecting client, "was_clean" will tell you if the disconnection # # was correctly notified by the remote peer before closing the socket.