Files
Trinittu/scripts/trainjourney.gd
Overside srl c7d2ae14b3 fix clouds
2026-02-17 16:00:53 +01:00

140 lines
4.0 KiB
GDScript

extends Node3D
@onready var track_generator: TrackGenerator = $TrackGenerator
@onready var train: Train = $Train
@onready var camera: TrainJourneyCamera = $TrainCamera
@onready var speed_label : Label = $HUD/speed_label
@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
@export var main_scene: PackedScene
func _ready() -> void:
# caricamento stato gioco
load_game()
# avvia autosaver
auto_save_timer.start()
# time
trip_timer.start()
train.track_generator = track_generator
camera.train = train
#hide debug panel for sky
var sky := get_node_or_null("DynamicSky") as DynamicSkyRoot
if sky and sky._debug_canvas_layer:
sky._debug_canvas_layer.visible = false
# Terreno
var ground = MeshInstance3D.new()
ground.name = "Ground"
var plane = PlaneMesh.new()
plane.size = Vector2(2000, 2000)
ground.mesh = plane
var ground_mat = StandardMaterial3D.new()
ground_mat.albedo_color = Color(0.35, 0.48, 0.28)
ground_mat.roughness = 1.0
ground.material_override = ground_mat
ground.position.y = -0.15
add_child(ground)
func _process(_delta: float) -> void:
_update_ui()
_update_ground()
if Input.is_action_just_pressed("ui_cancel"):
SceneSwitcher.switch_scene(main_scene.resource_path)
if Input.is_action_just_pressed("toggle_debug"):
var sky := get_node_or_null("DynamicSky") as DynamicSkyRoot
if sky and sky._debug_canvas_layer:
sky._debug_canvas_layer.visible = not sky._debug_canvas_layer.visible
func _update_ui() -> void:
if speed_label and train:
var kmh = train.get_speed() * 3.6
speed_label.text = "Velocità: %.0f km/h" % kmh
if distance_label and train:
var km = train.distance_traveled / 1000.0
distance_label.text = "Distanza viaggio: %.2f km" % km
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()
func _update_ground() -> void:
var ground = get_node_or_null("Ground")
if ground and train:
var pos = train.get_locomotive_position()
ground.position.x = pos.x
ground.position.z = pos.z
func save_game():
var save_file = FileAccess.open(savegame_path, FileAccess.WRITE)
var save_nodes = get_tree().get_nodes_in_group("save_data")
for node in save_nodes:
if !node.has_method("save"):
continue
var node_data = node.call("save") # ogni nodo implementa il suo save()
save_file.store_line(JSON.stringify(node_data))
func load_game():
if not FileAccess.file_exists(savegame_path):
return # nessun salvataggio trovato
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()
var node_data = JSON.parse_string(json_string)
if node_data == null:
continue
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