extends Node class_name Game const CHILL = 0 const FIGHTING = 1 #Signals signal ammo_pickup signal shoot var fight_state = CHILL var t = 0.0 @onready var p1_train = $Player1 as Train @onready var p2_train = $Player2 as Train @onready var StartNode = $StartNode var p1_node : MapNode var p2_node : MapNode func _ready(): p1_node = StartNode p2_node = StartNode p2_train.get_node("CharacterBody3D").is_player1 = false p2_train.is_P1 = false p1_train.current_speed = 10 p1_train.hit.connect(_on_hit_player) p2_train.hit.connect(_on_hit_player) func _on_hit_player(player1,dmg): if not player1: p2_train.current_speed -= dmg else: p1_train.current_speed -= dmg func _process(delta): p1_train.current_distance += p1_train.current_speed * delta p2_train.current_distance += p2_train.current_speed * delta if(p1_train.current_distance >= p1_node.LENGTH): var distance_delta = p1_train.current_distance - p1_node.LENGTH p1_node = p1_node._on_train_exit(p1_train) p1_train.current_distance = distance_delta if(p2_train.current_distance >= p2_node.LENGTH): var distance_delta = p2_train.current_distance - p2_node.LENGTH p2_node = p2_node._on_train_exit(p2_train) p2_train.current_distance = distance_delta if(p1_node == p2_node && p1_train.current_distance - p2_train.current_distance < 2): if(fight_state == CHILL): var tween = create_tween() tween.tween_property($Camera3D, "position", Vector3(0,10,0), 1) fight_state = FIGHTING else: fight_state = CHILL var tween = create_tween() tween.tween_property($Camera3D, "position", Vector3(0,20,0), 1) if Input.is_action_pressed("test"): emit_signal("shoot")