Add RoadManager with a road generation script
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4 changed files with 71 additions and 33 deletions
54
scripts/road_manager.gd
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54
scripts/road_manager.gd
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extends Node3D
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@export var player: CharacterBody3D
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@export var spawn_distance: float = 100.0
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@export var despawn_distance: float = 200.0
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var road_scene = preload("res://scenes/road.tscn")
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var roads = []
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var road_length: float
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func _ready():
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# Calculate road length from existing instance
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var temp_road = road_scene.instantiate()
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# Get the MeshInstance3D from the road scene structure
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var mesh_instance = temp_road.get_node("RoadObject") as MeshInstance3D
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if mesh_instance:
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var aabb = mesh_instance.mesh.get_aabb()
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road_length = aabb.size.x * mesh_instance.scale.x
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else:
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push_error("Could not find RoadObject MeshInstance3D in road scene")
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road_length = 20.0 # Fallback value
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temp_road.queue_free()
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# Initialize with existing road
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var initial_road = $Road
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roads.append(initial_road)
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func _process(delta):
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if not player:
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return
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var player_x = player.global_position.x
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# Spawn new roads ahead
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var last_road = roads[-1]
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var last_road_end = last_road.global_position.x + road_length
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if player_x + spawn_distance > last_road_end:
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spawn_road(last_road_end)
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# Despawn old roads behind
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for road in roads.duplicate():
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var road_end = road.global_position.x + road_length
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if player_x - road_end > despawn_distance:
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despawn_road(road)
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func spawn_road(position_x: float):
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var new_road = road_scene.instantiate()
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new_road.global_position = Vector3(position_x, 0, 0)
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add_child(new_road)
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roads.append(new_road)
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func despawn_road(road: Node3D):
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road.queue_free()
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roads.erase(road)
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