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

@ -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()