fix lock bug

This commit is contained in:
adrienmalin 2019-01-25 22:27:15 +01:00
parent cad0577e54
commit cdec5e6c2e
4 changed files with 16 additions and 11 deletions

View File

@ -46,7 +46,7 @@ func new_piece():
current_piece.turn_light(true)
next_piece = random_piece()
next_piece.translation = $Next/Position3D.translation
if current_piece.move(THERE):
if $Matrix/GridMap.possible_positions(current_piece.get_translations(), THERE):
$DropTimer.start()
current_piece_held = false
else:
@ -138,7 +138,7 @@ func _on_DropTimer_timeout():
current_piece.move(movements["soft_drop"])
func _on_LockDelay_timeout():
if not current_piece.move(movements["soft_drop"]):
if not $Matrix/GridMap.possible_positions(current_piece.get_translations(), movements["soft_drop"]):
lock()
func lock():
@ -160,6 +160,8 @@ func hold():
current_piece = held_piece
held_piece = swap
held_piece.turn_light(false)
for mino in held_piece.minoes:
mino.get_node("LockingMesh").visible = false
held_piece.translation = $Hold/Position3D.translation
if current_piece:
current_piece.translation = $Matrix/Position3D.translation

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@ -13,7 +13,7 @@
[ext_resource path="res://controls.tscn" type="PackedScene" id=11]
[ext_resource path="res://Start.tscn" type="PackedScene" id=12]
[ext_resource path="res://fonts/Gamer.ttf" type="DynamicFontData" id=13]
[ext_resource path="res://Tetrominos/drop_trail.png" type="Texture" id=14]
[ext_resource path="res://Tetrominos/Mino/drop_trail.png" type="Texture" id=14]
[sub_resource type="SpatialMaterial" id=1]

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Width:  |  Height:  |  Size: 11 KiB

After

Width:  |  Height:  |  Size: 11 KiB

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@ -99,14 +99,12 @@ func move(movement):
if grid_map.possible_positions(get_translations(), movement):
translate(movement)
if movement == DROP_MOVEMENT:
locking(false)
lock_delay.stop()
unlocking()
rotated_last = false
return true
else:
if movement == DROP_MOVEMENT:
locking(true)
lock_delay.start()
locking()
return false
func turn(direction):
@ -124,8 +122,7 @@ func turn(direction):
orientation = (orientation - direction) % NB_MINOES
set_translations(rotated_translations)
translate(movements[i])
lock_delay.stop()
locking(false)
unlocking()
rotated_last = true
if i == 4:
rotation_point_5_used = true
@ -139,6 +136,12 @@ func turn_light(on):
for mino in minoes:
mino.get_node("SpotLight").visible = on
func locking(visible):
func locking():
if lock_delay.is_stopped():
lock_delay.start()
for mino in minoes:
mino.get_node("LockingMesh").visible = visible
mino.get_node("LockingMesh").visible = true
func unlocking():
if not lock_delay.is_stopped():
lock_delay.start()