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Map.gd
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extends Node2D
@export var straight_road_scene: PackedScene
#@onready var straight_road = straight_road_scene.instantiate()
#@onready var roads = find_child("Roads")
signal send_points_to_road(a: Vector2, b: Vector2, old_rot: float)
var old_mouse_pos = Vector2(-100,0)
var old_road_rot = 0
var counter = -50
func add_road(a, b, rot) -> float:
var straight_road = straight_road_scene.instantiate()
add_child(straight_road)
move_child(straight_road, 0)
send_points_to_road.connect(straight_road.on_send_points_to_road)
send_points_to_road.emit(a, b, rot)
send_points_to_road.disconnect(straight_road.on_send_points_to_road)
return rot
# Called when the node enters the scene tree for the first time.
func _ready():
#straight_road.global_position = Vector2(600,600)
#roads.add_child(straight_road)
#roads.move_child(straight_road, -1)
add_road(old_mouse_pos, old_mouse_pos + Vector2(500, 0), 0)
old_mouse_pos += Vector2(500, 0)
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
counter += 1
if counter > 2:
add_road(old_mouse_pos, Vector2($Camera2D.position.x, get_global_mouse_position().y), old_road_rot)
old_mouse_pos = Vector2($Camera2D.position.x, get_global_mouse_position().y)
counter = 0
func _input(event):
# if event is InputEventMouseButton:
# if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
# add_road(old_mouse_pos, get_global_mouse_position())
# old_mouse_pos = get_global_mouse_position()
#var current_mouse_pos = get_global_mouse_position()
#if current_mouse_pos.distance_to(old_mouse_pos) > 50:
# add_road(old_mouse_pos, current_mouse_pos, old_road_rot)
# old_mouse_pos = get_global_mouse_position()
pass
func _on_spawn_road_timeout():
pass
# add_road(old_mouse_pos, Vector2($Camera2D.position.x, get_global_mouse_position().y), old_road_rot)
# old_mouse_pos = Vector2($Camera2D.position.x, get_global_mouse_position().y)
func on_update_old_rot(rot: float):
old_road_rot = rot