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extends Node3D |
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@onready var levels = [$Level1, $Level2, $Level3, $Level4] |
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# @onready var levels = [$Level4] |
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var cam_index = 0 |
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var is_fly_cam = false |
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# Called when the node enters the scene tree for the first time. |
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func _ready(): |
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var index = 0 |
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for player in $Players.get_children(): |
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player.reset.connect(reset_player) |
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player.current_level = index |
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index += 1 |
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index = index % len(levels) |
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player.game_over() |
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func reset_player(player: Player, end=false): |
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# reset the player's position |
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if end: |
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player.current_level = (player.current_level + 1) % len(levels) |
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var current_level = levels[player.current_level] |
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var spawn_box = current_level.get_node("SpawnBox") |
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var goal = current_level.get_node("EndGate") |
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var spawn_point = spawn_box.get_spawn_point() |
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player.global_position = spawn_point |
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player.goal = goal |
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func _input(event): |
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if event.is_action_pressed("ui_right"): |
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$Players.get_child(cam_index).deactivate_cam() |
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cam_index = (cam_index + 1) % $Players.get_children().size() |
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$Players.get_child(cam_index).activate_cam() |
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if event.is_action_pressed("ui_left"): |
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$Players.get_child(cam_index).deactivate_cam() |
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cam_index = (cam_index - 1) % $Players.get_children().size() |
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$Players.get_child(cam_index).activate_cam() |
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if event.is_action_pressed("flycam"): |
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print("fly cam") |
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if is_fly_cam: |
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$Players.get_child(cam_index).activate_cam() |
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$FlyCam/Camera3D.set_current(false) |
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is_fly_cam = false |
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else: |
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$Players.get_child(cam_index).deactivate_cam() |
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$FlyCam/Camera3D.set_current(true) |
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is_fly_cam = true |
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