extends Node class_name Game #Signals signal ammo_pickup signal shoot 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.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 Input.is_action_pressed("test"): emit_signal("shoot")