Init
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121
scripts/main.gd
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121
scripts/main.gd
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extends Node3D
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@onready var track_generator: TrackGenerator = $TrackGenerator
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@onready var train: Train = $Train
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@onready var camera: TrainCamera = $TrainCamera
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@onready var speed_label : Label = $HUD/speed_label
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@onready var camera_label : Label = $HUD/camera_label
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@onready var distance_label : Label = $HUD/tripdistance_label
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@onready var total_distance_label : Label = $HUD/totaldistance_label
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@onready var auto_save_timer = $AutoSaveTimer
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var savegame_path: String = "user://savegame.save"
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func _ready() -> void:
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# caricamento stato gioco
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##load_game()
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# avvia autosaver
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auto_save_timer.start()
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train.track_generator = track_generator
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camera.train = train
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# Terreno
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var ground = MeshInstance3D.new()
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ground.name = "Ground"
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var plane = PlaneMesh.new()
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plane.size = Vector2(2000, 2000)
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ground.mesh = plane
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var ground_mat = StandardMaterial3D.new()
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ground_mat.albedo_color = Color(0.35, 0.48, 0.28)
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ground_mat.roughness = 1.0
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ground.material_override = ground_mat
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ground.position.y = -0.15
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add_child(ground)
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func _process(_delta: float) -> void:
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_update_ui()
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_update_ground()
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if Input.is_action_just_pressed("ui_cancel"):
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get_tree().quit()
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func _update_ui() -> void:
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if speed_label and train:
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var kmh = train.get_speed() * 3.6
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speed_label.text = "Velocità: %.0f km/h" % kmh
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if distance_label and train:
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var km = train.distance_traveled / 1000.0
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distance_label.text = "Distanza viaggio: %.2f km" % km
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if total_distance_label and train and Gamestate:
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Gamestate.AddToTotalDistance(train.distance_traveled)
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var km = (Gamestate.getTotalDistance() / 1000)
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total_distance_label.text = "Distanza totale: %.2f km" % km
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if camera_label and camera:
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camera_label.text = "Camera: %s" % camera.get_mode_name()
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func _update_ground() -> void:
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var ground = get_node_or_null("Ground")
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if ground and train:
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var pos = train.get_locomotive_position()
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ground.position.x = pos.x
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ground.position.z = pos.z
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func save_game():
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var save_file = FileAccess.open(savegame_path, FileAccess.WRITE)
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var save_nodes = get_tree().get_nodes_in_group("state")
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for node in save_nodes:
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if !node.has_method("save"):
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continue
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var node_data = node.call("save") # ogni nodo implementa il suo save()
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save_file.store_line(JSON.stringify(node_data))
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func load_game():
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if not FileAccess.file_exists(savegame_path):
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return # nessun salvataggio trovato
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var existing_nodes = get_tree().get_nodes_in_group("state")
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for node in existing_nodes:
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node.queue_free()
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var save_file = FileAccess.open(savegame_path, FileAccess.READ)
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while save_file.get_position() < save_file.get_length():
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var json_string = save_file.get_line()
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var node_data = JSON.parse_string(json_string)
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if node_data == null:
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continue
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# Ricrea il nodo dalla scena salvata
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var new_node = load(node_data["filename"]).instantiate()
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# Aggiungi al parent originale
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get_node(node_data["parent"]).add_child(new_node)
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# Ripristina le proprietà
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new_node.SetInitialValue(node_data["total_distance"])
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##new_node.total_distance = new_node.initial_total_distance
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# Ripristina proprietà custom
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for key in node_data.keys():
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if key in ["filename", "parent", "total_distance"]:
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continue
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if key in new_node:
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new_node.set(key, node_data[key])
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func _on_timer_timeout() -> void:
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save_game()
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