clean up mess again

This commit is contained in:
adrienmalin 2019-01-01 04:30:05 +01:00
parent 34d57919b1
commit 37e342da30
23 changed files with 1 additions and 1481 deletions

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@ -1,14 +0,0 @@
[gd_resource type="PrismMesh" load_steps=2 format=2]
[ext_resource path="res://SparkSpatialmaterial.tres" type="Material" id=1]
[resource]
material = ExtResource( 1 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
left_to_right = 2.98023e-008
size = Vector3( 0.2, 0.2, 0.2 )
subdivide_width = 2
subdivide_height = 0
subdivide_depth = 0

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@ -1,14 +0,0 @@
[gd_resource type="PrismMesh" load_steps=2 format=2]
[ext_resource path="res://SparkSpatialmaterial.tres" type="Material" id=1]
[resource]
material = ExtResource( 1 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
left_to_right = 0.5
size = Vector3( 0.2, 0.2, 0.2 )
subdivide_width = 2
subdivide_height = 0
subdivide_depth = 0

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@ -1,109 +0,0 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://Tetrominos/Mino/Breakage1.tres" type="PrismMesh" id=1]
[ext_resource path="res://Tetrominos/Mino/Breakage2.tres" type="PrismMesh" id=2]
[ext_resource path="res://Tetrominos/Mino/BackMaterial.tres" type="Material" id=3]
[sub_resource type="Gradient" id=1]
offsets = PoolRealArray( 0, 1 )
colors = PoolColorArray( 0, 0, 0, 1, 1, 1, 1, 1 )
[sub_resource type="GradientTexture" id=2]
flags = 4
gradient = SubResource( 1 )
width = 2048
[sub_resource type="Gradient" id=3]
offsets = PoolRealArray( 0, 1 )
colors = PoolColorArray( 0.802765, 1, 0.451172, 1, 1, 1, 1, 0 )
[sub_resource type="GradientTexture" id=4]
flags = 4
gradient = SubResource( 3 )
width = 2048
[sub_resource type="ParticlesMaterial" id=5]
render_priority = 0
trail_divisor = 2
trail_color_modifier = SubResource( 4 )
emission_shape = 2
emission_box_extents = Vector3( 8, 0.5, 0.5 )
flag_align_y = false
flag_rotate_y = true
flag_disable_z = false
spread = 10.0
flatness = 0.0
gravity = Vector3( 0, -20, 0 )
initial_velocity = 10.0
initial_velocity_random = 0.8
angular_velocity = 197.74
angular_velocity_random = 1.0
linear_accel = 100.0
linear_accel_random = 0.84
radial_accel = 8.48
radial_accel_random = 0.85
tangential_accel = 0.0
tangential_accel_random = 0.0
damping = 0.0
damping_random = 0.0
angle = 402.7
angle_random = 0.78
scale = 0.5
scale_random = 1.0
color_ramp = SubResource( 2 )
hue_variation = 0.0
hue_variation_random = 0.0
anim_speed = 0.0
anim_speed_random = 0.0
anim_offset = 0.0
anim_offset_random = 0.0
anim_loop = false
_sections_unfolded = [ "Color", "Emission Shape", "Gravity", "Scale", "Spread" ]
[sub_resource type="CubeMesh" id=6]
material = ExtResource( 3 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector3( 0.2, 0.2, 0.2 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[node name="ExplodingLine" type="Particles" index="0"]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
emitting = false
amount = 1000
lifetime = 2.0
one_shot = true
preprocess = 0.0
speed_scale = 2.18
explosiveness = 0.9
randomness = 0.69
fixed_fps = 0
fract_delta = true
visibility_aabb = AABB( -5, -0.5, -1, 10, 1, 2 )
local_coords = false
draw_order = 0
process_material = SubResource( 5 )
draw_passes = 3
draw_pass_1 = ExtResource( 1 )
draw_pass_2 = ExtResource( 2 )
draw_pass_3 = SubResource( 6 )
_sections_unfolded = [ "Draw Passes", "Drawing", "Process Material", "Time", "Transform" ]

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@ -2,7 +2,7 @@
[ext_resource path="res://ExplodingLine/Breakage1.tres" type="PrismMesh" id=1]
[ext_resource path="res://ExplodingLine/Breakage2.tres" type="PrismMesh" id=2]
[ext_resource path="res://MinoMaterial.tres" type="Material" id=3]
[ext_resource path="res://Tetrominos/Mino/MinoMaterial.tres" type="Material" id=3]
[sub_resource type="Gradient" id=1]

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@ -1,59 +0,0 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
render_priority = 0
flags_transparent = true
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 1
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 0.67451, 1, 0.988235, 0.108118 )
metallic = 0.22
metallic_specular = 1.0
metallic_texture_channel = 0
roughness = 0.49
roughness_texture_channel = 0
emission_enabled = true
emission = Color( 0.700471, 1, 0.98947, 1 )
emission_energy = 0.2
emission_operator = 0
emission_on_uv2 = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = true
proximity_fade_distance = 1.0
distance_fade_enable = false
_sections_unfolded = [ "Albedo", "Emission", "Metallic", "Parameters" ]

356
Grid.tscn
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@ -1,356 +0,0 @@
[gd_scene format=2]
[node name="Grid" type="Node2D" index="0"]
[node name="Line2D" type="Line2D" parent="." index="0"]
position = Vector2( 0, 1 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D2" type="Line2D" parent="." index="1"]
position = Vector2( 0, 1 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D33" type="Line2D" parent="." index="2"]
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D3" type="Line2D" parent="." index="3"]
position = Vector2( 0, 2 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D4" type="Line2D" parent="." index="4"]
position = Vector2( 0, 3 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D5" type="Line2D" parent="." index="5"]
position = Vector2( 0, 4 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D6" type="Line2D" parent="." index="6"]
position = Vector2( 0, 5 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D7" type="Line2D" parent="." index="7"]
position = Vector2( 0, 6 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D8" type="Line2D" parent="." index="8"]
position = Vector2( 0, 7 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D9" type="Line2D" parent="." index="9"]
position = Vector2( 0, 8 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D10" type="Line2D" parent="." index="10"]
position = Vector2( 0, 9 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D11" type="Line2D" parent="." index="11"]
position = Vector2( 0, 10 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D12" type="Line2D" parent="." index="12"]
position = Vector2( 0, 11 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D13" type="Line2D" parent="." index="13"]
position = Vector2( 0, 12 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D14" type="Line2D" parent="." index="14"]
position = Vector2( 0, 13 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D15" type="Line2D" parent="." index="15"]
position = Vector2( 0, 14 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D16" type="Line2D" parent="." index="16"]
position = Vector2( 0, 15 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D17" type="Line2D" parent="." index="17"]
position = Vector2( 0, 16 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D18" type="Line2D" parent="." index="18"]
position = Vector2( 0, 17 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D19" type="Line2D" parent="." index="19"]
position = Vector2( 0, 18 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D20" type="Line2D" parent="." index="20"]
position = Vector2( 0, 19 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D34" type="Line2D" parent="." index="21"]
position = Vector2( 0, 20 )
points = PoolVector2Array( 0, 0, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D21" type="Line2D" parent="." index="22"]
position = Vector2( 0.890217, 19.8953 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D22" type="Line2D" parent="." index="23"]
position = Vector2( 1, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D31" type="Line2D" parent="." index="24"]
position = Vector2( 0, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D23" type="Line2D" parent="." index="25"]
position = Vector2( 2, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D24" type="Line2D" parent="." index="26"]
position = Vector2( 3, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D25" type="Line2D" parent="." index="27"]
position = Vector2( 4, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D26" type="Line2D" parent="." index="28"]
position = Vector2( 5, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D27" type="Line2D" parent="." index="29"]
position = Vector2( 6, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D28" type="Line2D" parent="." index="30"]
position = Vector2( 7, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D29" type="Line2D" parent="." index="31"]
position = Vector2( 8, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D30" type="Line2D" parent="." index="32"]
position = Vector2( 9, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8
[node name="Line2D32" type="Line2D" parent="." index="33"]
position = Vector2( 10, 20 )
scale = Vector2( 0.0108696, 1.04688 )
points = PoolVector2Array( 1, -19, 10, 0 )
width = 0.1
default_color = Color( 0.4, 0.5, 1, 1 )
texture_mode = 1881419456
sharp_limit = 2.0
round_precision = 8

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@ -1,32 +0,0 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Tetrominos/Mino/BackMaterial.tres" type="Material" id=1]
[sub_resource type="CubeMesh" id=3]
material = ExtResource( 1 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector3( 11, 22, 0.1 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[node name="GridBack" type="MeshInstance"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 4.5, 9.5, -1 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 3 )
skeleton = NodePath("..")
material/0 = null
_sections_unfolded = [ "Transform" ]

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@ -1,256 +0,0 @@
extends GridMap
const ExplodingLine = preload("res://ExplodingLine.tscn")
const Tetromino = preload("res://Tetrominos/Tetromino.gd")
const TetroI = preload("res://Tetrominos/TetroI.tscn")
const TetroJ = preload("res://Tetrominos/TetroJ.tscn")
const TetroL = preload("res://Tetrominos/TetroL.tscn")
const TetroO = preload("res://Tetrominos/TetroO.tscn")
const TetroS = preload("res://Tetrominos/TetroS.tscn")
const TetroT = preload("res://Tetrominos/TetroT.tscn")
const TetroZ = preload("res://Tetrominos/TetroZ.tscn")
const EMPTY_CELL = -1
const NB_MINOES = 4
const NEXT_POSITION = Vector3(13, 16, 0)
const START_POSITION = Vector3(5, 20, 0)
const HOLD_POSITION = Vector3(-5, 16, 0)
const SCORES = [
[0, 4, 1],
[1, 8, 2],
[3, 12],
[5, 16],
[8]
]
const LINES_CLEARED_NAMES = ["", "SINGLE", "DOUBLE", "TRIPLE", "TETRIS"]
const T_SPIN_NAMES = ["", "MINI T-SPIN", "T-SPIN"]
export (int) var NB_LINES
export (int) var NB_COLLUMNS
var next_piece = random_piece()
var current_piece
var held_piece
var current_piece_held = false
var locked = false
var autoshift_action = ""
var movements = {
"move_right": Vector3(1, 0, 0),
"move_left": Vector3(-1, 0, 0),
"soft_drop": Vector3(0, -1, 0)
}
var exploding_lines = []
var lines_to_clear = []
var hard_dropping = false
var random_bag = []
var playing = true
var level = 0
var goal = 0
var score = 0
func _ready():
randomize()
for y in range(NB_LINES):
exploding_lines.append(ExplodingLine.instance())
add_child(exploding_lines[y])
exploding_lines[y].translation = Vector3(NB_COLLUMNS/2, y, 1)
new_level()
func new_level():
level += 1
goal += 5 * level
$DropTimer.wait_time = pow(0.8 - ((level - 1) * 0.007), level - 1)
if level > 15:
$LockDelay.wait_time = 0.5 * pow(0.9, level-15)
print("LEVEL ", level, " Goal ", goal)
new_piece()
func random_piece():
if not random_bag:
random_bag = [
TetroI,
TetroJ,
TetroL,
TetroO,
TetroS,
TetroT,
TetroZ
]
var choice = randi() % random_bag.size()
var piece = random_bag[choice].instance()
random_bag.remove(choice)
add_child(piece)
return piece
func new_piece():
current_piece = next_piece
current_piece.translation = START_POSITION
next_piece = random_piece()
next_piece.translation = NEXT_POSITION
if move(movements["soft_drop"]):
$DropTimer.start()
$LockDelay.start()
current_piece_held = false
else:
game_over()
func _process(delta):
if autoshift_action:
if not Input.is_action_pressed(autoshift_action):
$AutoShiftDelay.stop()
$AutoShiftTimer.stop()
autoshift_action = ""
if Input.is_action_just_pressed("pause"):
pause()
if playing and not hard_dropping:
for action in movements:
if action != autoshift_action:
if Input.is_action_pressed(action):
move(movements[action])
autoshift_action = action
$AutoShiftTimer.stop()
$AutoShiftDelay.start()
if Input.is_action_just_pressed("hard_drop"):
hard_dropping = true
$HardDropTimer.start()
if Input.is_action_just_pressed("rotate_clockwise"):
rotate(Tetromino.CLOCKWISE)
if Input.is_action_just_pressed("rotate_counterclockwise"):
rotate(Tetromino.COUNTERCLOCKWISE)
if Input.is_action_just_pressed("hold"):
hold()
func _on_AutoShiftDelay_timeout():
if playing and autoshift_action:
move(movements[autoshift_action])
$AutoShiftTimer.start()
func _on_AutoShiftTimer_timeout():
if playing and autoshift_action:
move(movements[autoshift_action])
func is_free_cell(position):
return (
0 <= position.x and position.x < NB_COLLUMNS
and position.y >= 0
and get_cell_item(position.x, position.y, 0) == GridMap.INVALID_CELL_ITEM
)
func possible_positions(initial_positions, movement):
var position
var test_positions = []
for i in range(4):
position = initial_positions[i] + movement
if is_free_cell(position):
test_positions.append(position)
if test_positions.size() == NB_MINOES:
return test_positions
else:
return []
func move(movement):
if current_piece.move(movement):
update_ghost_piece()
$LockDelay.start()
return true
else:
return false
func rotate(direction):
if current_piece.rotate(direction):
update_ghost_piece()
$LockDelay.start()
return true
else:
return false
func update_ghost_piece():
var positions = current_piece.positions()
for i in range(Tetromino.NB_MINOES):
$GhostPiece.minoes[i].translation = $GhostPiece.to_local(positions[i])
while $GhostPiece.move(movements["soft_drop"]):
pass
func _on_DropTimer_timeout():
move(movements["soft_drop"])
func _on_HardDropTimer_timeout():
if not move(movements["soft_drop"]):
$HardDropTimer.stop()
hard_dropping = false
lock_piece()
func _on_LockDelay_timeout():
if not move(movements["soft_drop"]):
lock_piece()
func lock_piece():
for mino in current_piece.minoes:
set_cell_item(current_piece.to_global(mino.translation).x, current_piece.to_global(mino.translation).y, 0, 0)
remove_child(current_piece)
line_clear()
func line_clear():
var NB_MINOES
lines_to_clear = []
for y in range(NB_LINES-1, -1, -1):
NB_MINOES = 0
for x in range(NB_COLLUMNS):
if get_cell_item(x, y, 0) == 0:
NB_MINOES += 1
if NB_MINOES == NB_COLLUMNS:
for x in range(NB_COLLUMNS):
set_cell_item(x, y, 0, EMPTY_CELL)
lines_to_clear.append(y)
exploding_lines[y].restart()
if lines_to_clear:
$ExplosionDelay.start()
update_score()
func update_score():
if lines_to_clear or current_piece.t_spin:
var s = SCORES[lines_to_clear.size()][current_piece.t_spin]
score += 100 * s
goal -= s
print(T_SPIN_NAMES[current_piece.t_spin], ' ', LINES_CLEARED_NAMES[lines_to_clear.size()], " Score ", score)
if goal <= 0:
new_level()
else:
new_piece()
func _on_ExplosionDelay_timeout():
for cleared_line in lines_to_clear:
for y in range(cleared_line, NB_LINES+2):
for x in range(NB_COLLUMNS):
set_cell_item(x, y, 0, get_cell_item(x, y+1, 0))
func hold():
if not current_piece_held:
if held_piece:
var tmp = held_piece
held_piece = current_piece
current_piece = tmp
current_piece.translation = START_POSITION
else:
held_piece = current_piece
new_piece()
held_piece.translation = HOLD_POSITION
current_piece_held = true
func pause():
playing = not playing
if playing:
$DropTimer.start()
$LockDelay.start()
print("RESUME")
else:
$DropTimer.stop()
$LockDelay.stop()
print("PAUSE")
func game_over():
playing = false
$DropTimer.stop()
$AutoShiftDelay.stop()
$AutoShiftTimer.stop()
print("GAME OVER")

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@ -1,115 +0,0 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://Tetrominos/Mino/MinoLibrary.tres" type="MeshLibrary" id=1]
[ext_resource path="res://GridMap.gd" type="Script" id=2]
[ext_resource path="res://GridBack.tscn" type="PackedScene" id=3]
[ext_resource path="res://Tetrominos/Mino/BackMaterial.tres" type="Material" id=4]
[ext_resource path="res://Tetrominos/GhostPiece.tscn" type="PackedScene" id=5]
[sub_resource type="CubeMesh" id=1]
material = ExtResource( 4 )
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector3( 1, 1, 1 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[node name="GridMap" type="GridMap" index="0"]
theme = ExtResource( 1 )
cell_size = Vector3( 1, 1, 1 )
cell_octant_size = 8
cell_center_x = false
cell_center_y = false
cell_center_z = false
cell_scale = 1.0
collision_layer = 1
collision_mask = 1
data = {
"cells": PoolIntArray( 13, 0, 0, 65543, 0, 0 )
}
script = ExtResource( 2 )
_sections_unfolded = [ "Cell", "Transform" ]
__meta__ = {
"_editor_clip_": 0,
"_editor_floor_": Vector3( 0, 3, 0 )
}
NB_LINES = 20
NB_COLLUMNS = 10
[node name="DropTimer" type="Timer" parent="." index="0"]
process_mode = 1
wait_time = 1.0
one_shot = false
autostart = false
[node name="LockDelay" type="Timer" parent="." index="1"]
process_mode = 1
wait_time = 0.5
one_shot = true
autostart = false
[node name="AutoShiftDelay" type="Timer" parent="." index="2"]
process_mode = 1
wait_time = 0.17
one_shot = true
autostart = false
[node name="AutoShiftTimer" type="Timer" parent="." index="3"]
process_mode = 1
wait_time = 0.02
one_shot = false
autostart = true
[node name="HardDropTimer" type="Timer" parent="." index="4"]
process_mode = 0
wait_time = 0.01
one_shot = false
autostart = false
[node name="ExplosionDelay" type="Timer" parent="." index="5"]
process_mode = 1
wait_time = 0.1
one_shot = true
autostart = false
[node name="GridBack" parent="." index="6" instance=ExtResource( 3 )]
transform = Transform( 10, 0, 0, 0, 20, 0, 0, 0, 0.1, 4.5, 9.5, -1 )
mesh = SubResource( 1 )
[node name="HoldBack" parent="." index="7" instance=ExtResource( 3 )]
transform = Transform( 7, 0, 0, 0, 7, 0, 0, 0, 0.1, -5, 16, -1 )
mesh = SubResource( 1 )
[node name="NextBack" parent="." index="8" instance=ExtResource( 3 )]
transform = Transform( 7, 0, 0, 0, 7, 0, 0, 0, 0.1, 14, 16, -1 )
mesh = SubResource( 1 )
[node name="GhostPiece" parent="." index="9" instance=ExtResource( 5 )]
_sections_unfolded = [ "Transform" ]
[connection signal="timeout" from="DropTimer" to="." method="_on_DropTimer_timeout"]
[connection signal="timeout" from="LockDelay" to="." method="_on_LockDelay_timeout"]
[connection signal="timeout" from="AutoShiftDelay" to="." method="_on_AutoShiftDelay_timeout"]
[connection signal="timeout" from="AutoShiftTimer" to="." method="_on_AutoShiftTimer_timeout"]
[connection signal="timeout" from="HardDropTimer" to="." method="_on_HardDropTimer_timeout"]
[connection signal="timeout" from="ExplosionDelay" to="." method="_on_ExplosionDelay_timeout"]

143
Mino.tscn
View File

@ -1,143 +0,0 @@
[gd_scene load_steps=6 format=2]
[ext_resource path="res://MinoMesh.tscn" type="PackedScene" id=1]
[ext_resource path="res://MinoMesh.tres" type="CubeMesh" id=2]
[sub_resource type="SpatialMaterial" id=1]
render_priority = 0
flags_transparent = true
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 1
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 0.601563, 0.775878, 1, 0.520275 )
metallic = 0.68
metallic_specular = 1.0
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = true
proximity_fade_distance = 1.0
distance_fade_enable = false
_sections_unfolded = [ "Emission", "Metallic", "NormalMap", "Proximity Fade" ]
[sub_resource type="GradientTexture" id=2]
flags = 4
width = 2048
[sub_resource type="ParticlesMaterial" id=3]
render_priority = 0
trail_divisor = 1
emission_shape = 0
flag_align_y = false
flag_rotate_y = false
flag_disable_z = true
spread = 0.0
flatness = 0.0
gravity = Vector3( 0, -30, 0 )
initial_velocity = 0.0
initial_velocity_random = 0.0
angular_velocity = 0.0
angular_velocity_random = 0.0
orbit_velocity = 0.0
orbit_velocity_random = 0.0
linear_accel = 0.0
linear_accel_random = 0.0
radial_accel = 0.0
radial_accel_random = 0.0
tangential_accel = 0.0
tangential_accel_random = 0.0
damping = 0.0
damping_random = 0.0
angle = 0.0
angle_random = 0.0
scale = 1.0
scale_random = 0.0
color_ramp = SubResource( 2 )
hue_variation = 0.0
hue_variation_random = 0.0
anim_speed = 0.0
anim_speed_random = 0.0
anim_offset = 0.0
anim_offset_random = 0.0
anim_loop = false
_sections_unfolded = [ "Angular Velocity", "Color", "Gravity", "Initial Velocity" ]
[node name="Mino" type="Spatial"]
_sections_unfolded = [ "Pause", "Transform", "Visibility" ]
[node name="MinoMesh" parent="." index="0" instance=ExtResource( 1 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 0.5, 1 )
_sections_unfolded = [ "Geometry", "Transform", "material" ]
[node name="Trail" type="Particles" parent="." index="1"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, 0.5, 0.5 )
visible = false
layers = 1
material_override = SubResource( 1 )
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
emitting = true
amount = 10
lifetime = 0.1
one_shot = false
preprocess = 0.0
speed_scale = 1.0
explosiveness = 0.0
randomness = 0.0
fixed_fps = 0
fract_delta = true
visibility_aabb = AABB( -4, -4, -4, 8, 8, 8 )
local_coords = false
draw_order = 0
process_material = SubResource( 3 )
draw_passes = 1
draw_pass_1 = ExtResource( 2 )
_sections_unfolded = [ "Draw Passes", "Process Material", "Transform" ]

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@ -1,15 +0,0 @@
extends MeshInstance
# class member variables go here, for example:
# var a = 2
# var b = "textvar"
func _ready():
# Called when the node is added to the scene for the first time.
# Initialization here
pass
#func _process(delta):
# # Called every frame. Delta is time since last frame.
# # Update game logic here.
# pass

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@ -1,59 +0,0 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
render_priority = 0
flags_transparent = true
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 1
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 0.601563, 0.775878, 1, 1 )
metallic = 0.68
metallic_specular = 1.0
metallic_texture_channel = 0
roughness = 0.46
roughness_texture_channel = 0
emission_enabled = true
emission = Color( 0.71875, 0.897827, 1, 1 )
emission_energy = 0.3
emission_operator = 1
emission_on_uv2 = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = true
proximity_fade_distance = 1.0
distance_fade_enable = false
_sections_unfolded = [ "Emission", "NormalMap", "Proximity Fade", "Roughness" ]

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@ -1,10 +0,0 @@
[gd_resource type="CubeMesh" format=2]
[resource]
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector3( 0.9, 0.9, 1.9 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0

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@ -1,29 +0,0 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://MinoMaterial.tres" type="Material" id=1]
[sub_resource type="CubeMesh" id=1]
custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
size = Vector3( 0.9, 0.9, 0.9 )
subdivide_width = 0
subdivide_height = 0
subdivide_depth = 0
[node name="Mino" type="MeshInstance"]
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 1 )
skeleton = NodePath("..")
material/0 = ExtResource( 1 )
_sections_unfolded = [ "Transform", "material" ]

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@ -1,11 +0,0 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://Tetrominos/Mino/MinoMesh.tscn" type="PackedScene" id=1]
[node name="Mino_Library" type="Spatial" index="0"]
[node name="Mino" parent="." index="0" instance=ExtResource( 1 )]

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@ -1,3 +0,0 @@
extends "MidiPlayer.gd"
export var channel_mute = [false,false,false,false,false,false,false,false,false,false,false,false,false,false,false,false]

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@ -1,59 +0,0 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
render_priority = 0
flags_transparent = true
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 1
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 0.887543, 1, 0.738281, 0.529294 )
metallic = 0.78
metallic_specular = 1.0
metallic_texture_channel = 0
roughness = 0.49
roughness_texture_channel = 0
emission_enabled = true
emission = Color( 1, 1, 0.700471, 1 )
emission_energy = 0.2
emission_operator = 0
emission_on_uv2 = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = true
proximity_fade_distance = 1.0
distance_fade_enable = false
_sections_unfolded = [ "Emission", "Proximity Fade" ]

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@ -1,70 +0,0 @@
extends "Tetrominos/Tetromino.gd"
const CLOCKWISE = -1
const COUNTERCLOCKWISE = 1
const SUPER_ROTATION_SYSTEM = [
{
COUNTERCLOCKWISE: [
Vector3(0, -1, 0),
Vector3(-1, -1, 0),
Vector3(2, -1, 0),
Vector3(-1, 1, 0),
Vector3(2, -2, 0)
],
CLOCKWISE: [
Vector3(1, 0, 0),
Vector3(-1, 0, 0),
Vector3(2, 0, 0),
Vector3(-1, -1, 0),
Vector3(2, 2, 0)
],
},
{
COUNTERCLOCKWISE: [
Vector3(-1, 0, 0),
Vector3(1, 0, 0),
Vector3(-2, 0, 0),
Vector3(1, 1, 0),
Vector3(-2, -2, 0)
],
CLOCKWISE: [
Vector3(0, -1, 0),
Vector3(-1, -1, 0),
Vector3(2, -1, 0),
Vector3(-1, 1, 0),
Vector3(2, -2, 0)
],
},
{
COUNTERCLOCKWISE: [
Vector3(0, 1, 0),
Vector3(1, 1, 0),
Vector3(-2, 1, 0),
Vector3(1, -1, 0),
Vector3(-2, 2, 0)
],
CLOCKWISE: [
Vector3(-1, 0, 0),
Vector3(1, 0, 0),
Vector3(-2, 0, 0),
Vector3(1, 1, 0),
Vector3(-2, -2, 0)
],
},
{
COUNTERCLOCKWISE: [
Vector3(1, 0, 0),
Vector3(-1, 0, 0),
Vector3(2, 0, 0),
Vector3(-1, -1, 0),
Vector3(2, 2, 0)
],
CLOCKWISE: [
Vector3(0, 1, 0),
Vector3(1, 1, 0),
Vector3(-2, 1, 0),
Vector3(1, -1, 0),
Vector3(-2, 2, 0)
],
},
]

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@ -1,6 +0,0 @@
extends Spatial
var minos
func _ready():
minos = [$Mino, $Mino2, $Mino3, $Mino4]

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@ -1,25 +0,0 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://TetroT.gd" type="Script" id=1]
[ext_resource path="res://Mino.tscn" type="PackedScene" id=2]
[node name="TetroT" type="Spatial"]
script = ExtResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="Mino" parent="." index="0" instance=ExtResource( 2 )]
[node name="Mino2" parent="." index="1" instance=ExtResource( 2 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -1, 0, 0 )
[node name="Mino3" parent="." index="2" instance=ExtResource( 2 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0 )
[node name="Mino4" parent="." index="3" instance=ExtResource( 2 )]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1, 0 )

View File

@ -1,55 +0,0 @@
[gd_resource type="SpatialMaterial" format=2]
[resource]
render_priority = 0
flags_transparent = true
flags_unshaded = false
flags_vertex_lighting = false
flags_no_depth_test = false
flags_use_point_size = false
flags_world_triplanar = false
flags_fixed_size = false
flags_albedo_tex_force_srgb = false
vertex_color_use_as_albedo = false
vertex_color_is_srgb = false
params_diffuse_mode = 0
params_specular_mode = 0
params_blend_mode = 1
params_cull_mode = 0
params_depth_draw_mode = 0
params_line_width = 1.0
params_point_size = 1.0
params_billboard_mode = 0
params_grow = false
params_use_alpha_scissor = false
albedo_color = Color( 0.601563, 0.775878, 1, 0.520275 )
metallic = 0.68
metallic_specular = 1.0
metallic_texture_channel = 0
roughness = 0.0
roughness_texture_channel = 0
emission_enabled = false
normal_enabled = false
rim_enabled = false
clearcoat_enabled = false
anisotropy_enabled = false
ao_enabled = false
depth_enabled = false
subsurf_scatter_enabled = false
transmission_enabled = false
refraction_enabled = false
detail_enabled = false
uv1_scale = Vector3( 1, 1, 1 )
uv1_offset = Vector3( 0, 0, 0 )
uv1_triplanar = false
uv1_triplanar_sharpness = 1.0
uv2_scale = Vector3( 1, 1, 1 )
uv2_offset = Vector3( 0, 0, 0 )
uv2_triplanar = false
uv2_triplanar_sharpness = 1.0
proximity_fade_enable = true
proximity_fade_distance = 1.0
distance_fade_enable = false
_sections_unfolded = [ "Proximity Fade" ]