add travel time

This commit is contained in:
Overside srl
2026-01-22 12:09:46 +01:00
parent e1a95d7417
commit d7f88649a7
25 changed files with 139 additions and 127 deletions

View File

@@ -8,18 +8,24 @@ extends Node3D
@onready var camera_label : Label = $HUD/camera_label
@onready var distance_label : Label = $HUD/tripdistance_label
@onready var total_distance_label : Label = $HUD/totaldistance_label
@onready var time_label : Label = $HUD/triptime_label
@onready var totaltime_label : Label = $HUD/totaltime_label
@onready var auto_save_timer = $AutoSaveTimer
@onready var trip_timer = $TripTime
var savegame_path: String = "user://savegame.save"
var total_time_in_secs : int = 0
func _ready() -> void:
# caricamento stato gioco
##load_game()
load_game()
# avvia autosaver
auto_save_timer.start()
# time
trip_timer.start()
train.track_generator = track_generator
camera.train = train
@@ -55,10 +61,24 @@ func _update_ui() -> void:
var km = train.distance_traveled / 1000.0
distance_label.text = "Distanza viaggio: %.2f km" % km
if total_distance_label and train and Gamestate:
Gamestate.AddToTotalDistance(train.distance_traveled)
var km = (Gamestate.getTotalDistance() / 1000)
if total_distance_label and train:
Gamestate.total_distance = train.distance_traveled
var km = (Gamestate.total_distance + Gamestate.initial_distance) / 1000
total_distance_label.text = "Distanza totale: %.2f km" % km
if time_label and train:
var h = int(total_time_in_secs / 3600.0)
var m = int(total_time_in_secs / 60.0)
var s = total_time_in_secs - m * 60
time_label.text = "Tempo viaggio: %02d:%02d:%02d" % [h, m, s]
if totaltime_label and train:
Gamestate.total_time = total_time_in_secs
var tot = Gamestate.total_time + Gamestate.initial_time
var h = int(tot / 3600.0)
var m = int(tot / 60.0)
var s = tot - m * 60
totaltime_label.text = "Tempo totale: %02d:%02d:%02d" % [h, m, s]
if camera_label and camera:
camera_label.text = "Camera: %s" % camera.get_mode_name()
@@ -74,7 +94,7 @@ func _update_ground() -> void:
func save_game():
var save_file = FileAccess.open(savegame_path, FileAccess.WRITE)
var save_nodes = get_tree().get_nodes_in_group("state")
var save_nodes = get_tree().get_nodes_in_group("save_data")
for node in save_nodes:
if !node.has_method("save"):
@@ -86,11 +106,7 @@ func save_game():
func load_game():
if not FileAccess.file_exists(savegame_path):
return # nessun salvataggio trovato
var existing_nodes = get_tree().get_nodes_in_group("state")
for node in existing_nodes:
node.queue_free()
var save_file = FileAccess.open(savegame_path, FileAccess.READ)
while save_file.get_position() < save_file.get_length():
var json_string = save_file.get_line()
@@ -99,23 +115,14 @@ func load_game():
if node_data == null:
continue
# Ricrea il nodo dalla scena salvata
var new_node = load(node_data["filename"]).instantiate()
# Aggiungi al parent originale
get_node(node_data["parent"]).add_child(new_node)
# Ripristina le proprietà
new_node.SetInitialValue(node_data["total_distance"])
##new_node.total_distance = new_node.initial_total_distance
# Ripristina proprietà custom
for key in node_data.keys():
if key in ["filename", "parent", "total_distance"]:
continue
if key in new_node:
new_node.set(key, node_data[key])
if node_data["filename"] == "res://scenes/gamestate.tscn" and node_data["parent"] == "/root":
Gamestate.SetInitialValue(node_data["total_distance"], node_data["total_time"])
func _on_timer_timeout() -> void:
save_game()
func _on_trip_time_timeout() -> void:
total_time_in_secs += 1