fix lock bug
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cad0577e54
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cdec5e6c2e
@ -46,7 +46,7 @@ func new_piece():
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current_piece.turn_light(true)
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current_piece.turn_light(true)
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next_piece = random_piece()
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next_piece = random_piece()
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next_piece.translation = $Next/Position3D.translation
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next_piece.translation = $Next/Position3D.translation
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if current_piece.move(THERE):
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if $Matrix/GridMap.possible_positions(current_piece.get_translations(), THERE):
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$DropTimer.start()
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$DropTimer.start()
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current_piece_held = false
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current_piece_held = false
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else:
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else:
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@ -138,7 +138,7 @@ func _on_DropTimer_timeout():
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current_piece.move(movements["soft_drop"])
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current_piece.move(movements["soft_drop"])
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func _on_LockDelay_timeout():
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func _on_LockDelay_timeout():
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if not current_piece.move(movements["soft_drop"]):
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if not $Matrix/GridMap.possible_positions(current_piece.get_translations(), movements["soft_drop"]):
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lock()
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lock()
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func lock():
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func lock():
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@ -160,6 +160,8 @@ func hold():
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current_piece = held_piece
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current_piece = held_piece
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held_piece = swap
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held_piece = swap
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held_piece.turn_light(false)
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held_piece.turn_light(false)
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for mino in held_piece.minoes:
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mino.get_node("LockingMesh").visible = false
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held_piece.translation = $Hold/Position3D.translation
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held_piece.translation = $Hold/Position3D.translation
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if current_piece:
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if current_piece:
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current_piece.translation = $Matrix/Position3D.translation
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current_piece.translation = $Matrix/Position3D.translation
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@ -13,7 +13,7 @@
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[ext_resource path="res://controls.tscn" type="PackedScene" id=11]
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[ext_resource path="res://controls.tscn" type="PackedScene" id=11]
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[ext_resource path="res://Start.tscn" type="PackedScene" id=12]
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[ext_resource path="res://Start.tscn" type="PackedScene" id=12]
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[ext_resource path="res://fonts/Gamer.ttf" type="DynamicFontData" id=13]
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[ext_resource path="res://fonts/Gamer.ttf" type="DynamicFontData" id=13]
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[ext_resource path="res://Tetrominos/drop_trail.png" type="Texture" id=14]
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[ext_resource path="res://Tetrominos/Mino/drop_trail.png" type="Texture" id=14]
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[sub_resource type="SpatialMaterial" id=1]
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[sub_resource type="SpatialMaterial" id=1]
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Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
@ -99,14 +99,12 @@ func move(movement):
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if grid_map.possible_positions(get_translations(), movement):
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if grid_map.possible_positions(get_translations(), movement):
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translate(movement)
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translate(movement)
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if movement == DROP_MOVEMENT:
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if movement == DROP_MOVEMENT:
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locking(false)
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unlocking()
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lock_delay.stop()
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rotated_last = false
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rotated_last = false
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return true
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return true
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else:
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else:
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if movement == DROP_MOVEMENT:
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if movement == DROP_MOVEMENT:
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locking(true)
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locking()
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lock_delay.start()
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return false
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return false
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func turn(direction):
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func turn(direction):
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@ -124,8 +122,7 @@ func turn(direction):
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orientation = (orientation - direction) % NB_MINOES
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orientation = (orientation - direction) % NB_MINOES
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set_translations(rotated_translations)
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set_translations(rotated_translations)
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translate(movements[i])
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translate(movements[i])
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lock_delay.stop()
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unlocking()
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locking(false)
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rotated_last = true
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rotated_last = true
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if i == 4:
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if i == 4:
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rotation_point_5_used = true
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rotation_point_5_used = true
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@ -139,6 +136,12 @@ func turn_light(on):
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for mino in minoes:
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for mino in minoes:
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mino.get_node("SpotLight").visible = on
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mino.get_node("SpotLight").visible = on
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func locking(visible):
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func locking():
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if lock_delay.is_stopped():
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lock_delay.start()
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for mino in minoes:
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for mino in minoes:
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mino.get_node("LockingMesh").visible = visible
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mino.get_node("LockingMesh").visible = true
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func unlocking():
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if not lock_delay.is_stopped():
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lock_delay.start()
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