Lock improvement
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@ -135,10 +135,8 @@ func _on_DropTrailDelay_timeout():
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$DropTrail.visible = false
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func _on_DropTimer_timeout():
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if not current_piece.move(movements["soft_drop"]):
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if $LockDelay.is_stopped():
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lock()
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current_piece.move(movements["soft_drop"])
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func lock():
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if $Matrix/GridMap.lock(current_piece):
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var t_spin = current_piece.t_spin()
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@ -168,7 +166,6 @@ func hold():
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func resume():
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playing = true
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$DropTimer.start()
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$LockDelay.start()
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$Stats.time = OS.get_system_time_secs() - $Stats.time
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$Stats/Clock.start()
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$MidiPlayer.resume()
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@ -206,7 +203,6 @@ func pause(gui=null):
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func game_over():
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pause()
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current_piece.emit_trail(false)
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$FlashText.print("GAME\nOVER")
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$ReplayButton.visible = true
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@ -146,7 +146,7 @@ extra_spacing_bottom = 5
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font_data = ExtResource( 13 )
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_sections_unfolded = [ "Extra Spacing", "Font", "Settings" ]
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[node name="Main" type="WorldEnvironment"]
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[node name="Main" type="WorldEnvironment" index="0"]
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environment = ExtResource( 1 )
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script = ExtResource( 2 )
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@ -627,6 +627,8 @@ autostart = false
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[connection signal="timeout" from="DropTimer" to="." method="_on_DropTimer_timeout"]
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[connection signal="timeout" from="LockDelay" to="." method="lock"]
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[connection signal="timeout" from="AutoShiftDelay" to="." method="_on_AutoShiftDelay_timeout"]
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[connection signal="timeout" from="AutoShiftTimer" to="." method="_on_AutoShiftTimer_timeout"]
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@ -1,9 +1,74 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://Tetrominos/Mino/MinoMesh.tscn" type="PackedScene" id=1]
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[ext_resource path="res://Tetrominos/Mino/MinoMesh.tres" type="CubeMesh" id=2]
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[node name="Mino" type="Spatial" index="0"]
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[sub_resource type="CubeMesh" id=1]
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custom_aabb = AABB( 0, 0, 0, 0, 0, 0 )
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size = Vector3( 0.9, 0.9, 0.9 )
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subdivide_width = 0
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subdivide_height = 0
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subdivide_depth = 0
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[sub_resource type="SpatialMaterial" id=2]
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render_priority = 0
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flags_transparent = true
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flags_unshaded = false
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flags_vertex_lighting = false
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flags_no_depth_test = false
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flags_use_point_size = false
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flags_world_triplanar = false
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flags_fixed_size = false
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flags_albedo_tex_force_srgb = false
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vertex_color_use_as_albedo = false
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vertex_color_is_srgb = false
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params_diffuse_mode = 0
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params_specular_mode = 0
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params_blend_mode = 1
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params_cull_mode = 0
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params_depth_draw_mode = 0
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params_line_width = 1.0
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params_point_size = 1.0
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params_billboard_mode = 0
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params_grow = false
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params_use_alpha_scissor = false
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albedo_color = Color( 0.601563, 0.775878, 1, 0.259529 )
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metallic = 1.0
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metallic_specular = 0.63
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metallic_texture_channel = 4
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roughness = 0.46
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roughness_texture_channel = 0
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emission_enabled = true
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emission = Color( 0.755859, 1, 0.914169, 1 )
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emission_energy = 1.0
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emission_operator = 0
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emission_on_uv2 = false
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normal_enabled = false
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rim_enabled = false
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clearcoat_enabled = false
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anisotropy_enabled = false
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ao_enabled = false
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depth_enabled = false
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subsurf_scatter_enabled = false
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transmission_enabled = false
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refraction_enabled = false
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detail_enabled = false
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uv1_scale = Vector3( 1, 1, 1 )
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uv1_offset = Vector3( 0, 0, 0 )
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uv1_triplanar = false
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uv1_triplanar_sharpness = 1.0
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uv2_scale = Vector3( 1, 1, 1 )
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uv2_offset = Vector3( 0, 0, 0 )
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uv2_triplanar = false
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uv2_triplanar_sharpness = 1.0
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proximity_fade_enable = true
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proximity_fade_distance = 1.0
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distance_fade_enable = false
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_sections_unfolded = [ "Albedo", "Emission", "Metallic", "NormalMap", "Proximity Fade" ]
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[node name="Mino" type="Spatial"]
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transform = Transform( 0.997027, 0, 0, 0, 0.997027, 0, 0, 0, 0.997027, 0, 0, 0 )
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_sections_unfolded = [ "Pause", "Transform", "Visibility" ]
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@ -37,4 +102,21 @@ spot_angle = 5.0
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spot_angle_attenuation = 2.0
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_sections_unfolded = [ "Editor", "Light", "Spot", "Transform" ]
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[node name="LockingMesh" type="MeshInstance" parent="." index="2"]
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visible = false
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layers = 1
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material_override = null
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cast_shadow = 1
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extra_cull_margin = 0.0
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use_in_baked_light = false
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lod_min_distance = 0.0
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lod_min_hysteresis = 0.0
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lod_max_distance = 0.0
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lod_max_hysteresis = 0.0
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mesh = SubResource( 1 )
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skeleton = NodePath("..")
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material/0 = SubResource( 2 )
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_sections_unfolded = [ "Transform", "material" ]
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@ -3,6 +3,7 @@ extends Spatial
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const NB_MINOES = 4
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const CLOCKWISE = -1
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const COUNTERCLOCKWISE = 1
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const DROP_MOVEMENT = Vector3(0, -1, 0)
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var super_rotation_system = [
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{
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@ -97,10 +98,16 @@ func get_translations():
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func move(movement):
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if grid_map.possible_positions(get_translations(), movement):
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translate(movement)
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lock_delay.start()
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if movement == DROP_MOVEMENT:
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locking(false)
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lock_delay.stop()
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rotated_last = false
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return true
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return false
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else:
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if movement == DROP_MOVEMENT:
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locking(true)
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lock_delay.start()
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return false
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func turn(direction):
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var translations = get_translations()
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@ -117,7 +124,8 @@ func turn(direction):
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orientation = (orientation - direction) % NB_MINOES
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set_translations(rotated_translations)
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translate(movements[i])
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lock_delay.start()
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lock_delay.stop()
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locking(false)
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rotated_last = true
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if i == 4:
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rotation_point_5_used = true
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@ -131,3 +139,6 @@ func turn_light(on):
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for mino in minoes:
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mino.get_node("SpotLight").visible = on
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func locking(visible):
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for mino in minoes:
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mino.get_node("LockingMesh").visible = visible
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