extends Node3D class_name Track @export var track_path: Path3D @export_group("Checkpoint objects to add to the track:") @export var checkpoints: Array[PackedScene] @export var checkpoint_frequency_meters: int @export_group("Tree objects to add to the track:") @export var trees: Array[PackedScene] @export var tree_frequency_meters: int @export_group("Rock objects to add to the track:") @export var rocks: Array[PackedScene] @export var rock_frequency_meters: int @export_group("Powerup objects to add to the track:") @export var powerup_scene: Array[PackedScene] var powerups: Array[Powerup] ## Training mode disables generating decoration objects var training_mode: bool = false var _random: RandomNumberGenerator = RandomNumberGenerator.new() @onready var starting_line = $StartingLine # Called when the node enters the scene tree for the first time. func _ready(): _random.seed = 10 instantiate_powerups_on_track() starting_line.global_transform = get_starting_position() if not training_mode: instantiate_scene_instances_on_track(checkpoints, checkpoint_frequency_meters) instantiate_scene_instances_on_track(trees, tree_frequency_meters, true, true) instantiate_scene_instances_on_track(rocks, rock_frequency_meters, true, true) func get_starting_position() -> Transform3D: return track_path.curve.sample_baked_with_rotation(0.0) func instantiate_scene_instances_on_track( scene: Array[PackedScene], frequency_meters: int, randomize_instances_outside_track: bool = false, randomize_rotation: bool = false ): for offset in range(frequency_meters, track_path.curve.get_baked_length(), frequency_meters): var instance: Node3D = scene[_random.randi_range(0, scene.size() - 1)].instantiate() add_child(instance) instance.global_transform = track_path.curve.sample_baked_with_rotation(offset) if randomize_instances_outside_track: var direction: int = 1 if _random.randi_range(0, 1) == 0 else -1 var z_random_range = frequency_meters / 25.0 var x_min_distance = 15.0 var x_random_distance_max_offset = 5.0 instance.global_transform.origin += ( (instance.global_basis.z * _random.randf_range(-z_random_range, z_random_range)) + ( instance.global_basis.x * direction * (x_min_distance + _random.randf_range(0, x_random_distance_max_offset)) ) ) if randomize_rotation: instance.rotate_y(_random.randf_range(-PI, PI)) func instantiate_powerups_on_track(): var min_powerup_distance := 40.0 var powerup_offsets: Array[float] = [] for offset in range( min_powerup_distance, track_path.curve.get_baked_length(), min_powerup_distance ): powerup_offsets.append(offset) # Randomly remove some powerups for i in range(0, (powerup_offsets.size() / 2.0)): powerup_offsets.remove_at(_random.randi_range(0, powerup_offsets.size() - 1)) for offset in powerup_offsets: # Place a random powerup var instance: Powerup = ( powerup_scene[_random.randi_range(0, powerup_scene.size() - 1)].instantiate() ) add_child(instance) instance.global_transform = track_path.curve.sample_baked_with_rotation(offset) var random_direction = 1 if _random.randi_range(0, 1) == 0 else -1 instance.global_transform.origin += instance.basis.x * random_direction * 1.25 powerups.append(instance) func get_closest_powerup(from_global_position: Vector3) -> Powerup: var smallest_distance = INF var closest_powerup: Powerup for powerup in powerups: var distance = powerup.global_position.distance_to(from_global_position) if distance < smallest_distance: smallest_distance = distance closest_powerup = powerup return closest_powerup