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