Add experimental road generation (generated by deepseek)
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7958bd288f
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8 changed files with 97 additions and 1 deletions
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@ -8,6 +8,9 @@ extends CharacterBody3D
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var current_speed: float = 0.0
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func _ready():
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add_to_group("player")
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func _physics_process(delta: float) -> void:
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# Apply gravity
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if not is_on_floor():
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18
scripts/road.gd
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18
scripts/road.gd
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@ -0,0 +1,18 @@
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extends Node3D
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@export var despawn_distance := 50.0 # Distance behind player to despawn
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var player: Node3D
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func _ready():
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# Find the player once when road spawns
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player = get_tree().get_first_node_in_group("player")
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# Set up despawn area
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var area = $DespawnArea
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area.body_exited.connect(_on_body_exited)
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area.position.z -= 10 # Adjust for scaled position
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func _on_body_exited(body: Node):
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if body == player:
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if global_position.x < player.global_position.x - despawn_distance:
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queue_free()
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1
scripts/road.gd.uid
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1
scripts/road.gd.uid
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@ -0,0 +1 @@
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uid://b0pm2dfsugptw
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45
scripts/road_manager.gd
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45
scripts/road_manager.gd
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@ -0,0 +1,45 @@
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extends Node3D
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@export var road_scene: PackedScene = preload("res://scenes/road.tscn")
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@export var initial_roads := 5 # Number of roads to spawn on each side
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@export var road_spacing := 20.0 # Exact spacing from original scene
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@export var spawn_distance := 50.0 # Distance ahead to spawn new roads
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var player: Node3D
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var last_spawn_x := 0.0
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func _ready():
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# Use call_deferred to ensure player exists
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call_deferred("initialize_player")
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func initialize_player():
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player = get_tree().get_first_node_in_group("player")
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if not player:
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push_error("Player not found in 'player' group!")
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return
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# Initialize starting roads relative to player position
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var start_x = floor(player.global_position.x / 20.0) * 20.0
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for i in range(-initial_roads, initial_roads):
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spawn_road(start_x + i * 20.0)
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last_spawn_x = start_x + initial_roads * 20.0
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func _process(_delta):
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if not player:
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return # Skip if player not found
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# Check road spawning based on player's X position
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if player.global_position.x > last_spawn_x - spawn_distance:
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spawn_road(last_spawn_x + 20.0)
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last_spawn_x += 20.0
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func spawn_road(x_position: float):
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var new_road = road_scene.instantiate()
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# Add proper positioning based on original road spacing
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new_road.global_transform = Transform3D(
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Vector3(2, 0, 0),
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Vector3(0, 2, 0),
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Vector3(0, 0, 2),
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Vector3(x_position, 0, 0)
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)
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add_child(new_road)
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1
scripts/road_manager.gd.uid
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1
scripts/road_manager.gd.uid
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@ -0,0 +1 @@
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uid://bkbm887f6xqpi
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