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7 commits

21 changed files with 274 additions and 116 deletions

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@ -24,62 +25,54 @@ size = Vector3(3.60051, 2.21851, 1.87103)
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@ -1,6 +0,0 @@
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@ -8,9 +8,6 @@ extends CharacterBody3D
var current_speed: float = 0.0
func _ready():
add_to_group("player")
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():

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@ -1,18 +0,0 @@
extends Node3D
@export var despawn_distance := 50.0 # Distance behind player to despawn
var player: Node3D
func _ready():
# Find the player once when road spawns
player = get_tree().get_first_node_in_group("player")
# Set up despawn area
var area = $DespawnArea
area.body_exited.connect(_on_body_exited)
area.position.z -= 10 # Adjust for scaled position
func _on_body_exited(body: Node):
if body == player:
if global_position.x < player.global_position.x - despawn_distance:
queue_free()

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@ -1,45 +1,54 @@
extends Node3D
@export var road_scene: PackedScene = preload("res://scenes/road.tscn")
@export var initial_roads := 5 # Number of roads to spawn on each side
@export var road_spacing := 20.0 # Exact spacing from original scene
@export var spawn_distance := 50.0 # Distance ahead to spawn new roads
@export var player: CharacterBody3D
@export var spawn_distance: float = 100.0
@export var despawn_distance: float = 200.0
var player: Node3D
var last_spawn_x := 0.0
var road_scene = preload("res://scenes/road.tscn")
var roads = []
var road_length: float
func _ready():
# Use call_deferred to ensure player exists
call_deferred("initialize_player")
# Calculate road length from existing instance
var temp_road = road_scene.instantiate()
# Get the MeshInstance3D from the road scene structure
var mesh_instance = temp_road.get_node("RoadObject") as MeshInstance3D
if mesh_instance:
var aabb = mesh_instance.mesh.get_aabb()
road_length = aabb.size.x * mesh_instance.scale.x
else:
push_error("Could not find RoadObject MeshInstance3D in road scene")
road_length = 20.0 # Fallback value
temp_road.queue_free()
func initialize_player():
player = get_tree().get_first_node_in_group("player")
# Initialize with existing road
var initial_road = $Road
roads.append(initial_road)
func _process(delta):
if not player:
push_error("Player not found in 'player' group!")
return
# Initialize starting roads relative to player position
var start_x = floor(player.global_position.x / 20.0) * 20.0
for i in range(-initial_roads, initial_roads):
spawn_road(start_x + i * 20.0)
last_spawn_x = start_x + initial_roads * 20.0
var player_x = player.global_position.x
func _process(_delta):
if not player:
return # Skip if player not found
# Spawn new roads ahead
var last_road = roads[-1]
var last_road_end = last_road.global_position.x + road_length
if player_x + spawn_distance > last_road_end:
spawn_road(last_road_end)
# Check road spawning based on player's X position
if player.global_position.x > last_spawn_x - spawn_distance:
spawn_road(last_spawn_x + 20.0)
last_spawn_x += 20.0
# Despawn old roads behind
for road in roads.duplicate():
var road_end = road.global_position.x + road_length
if player_x - road_end > despawn_distance:
despawn_road(road)
func spawn_road(x_position: float):
func spawn_road(position_x: float):
var new_road = road_scene.instantiate()
# Add proper positioning based on original road spacing
new_road.global_transform = Transform3D(
Vector3(2, 0, 0),
Vector3(0, 2, 0),
Vector3(0, 0, 2),
Vector3(x_position, 0, 0)
)
new_road.global_position = Vector3(position_x, 0, 0)
add_child(new_road)
roads.append(new_road)
func despawn_road(road: Node3D):
road.queue_free()
roads.erase(road)

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