Lock improvement

This commit is contained in:
adrienmalin 2019-01-25 17:57:23 +01:00
parent b79413f85c
commit d1bc3ac764
4 changed files with 103 additions and 12 deletions

View File

@ -135,10 +135,8 @@ func _on_DropTrailDelay_timeout():
$DropTrail.visible = false
func _on_DropTimer_timeout():
if not current_piece.move(movements["soft_drop"]):
if $LockDelay.is_stopped():
lock()
current_piece.move(movements["soft_drop"])
func lock():
if $Matrix/GridMap.lock(current_piece):
var t_spin = current_piece.t_spin()
@ -168,7 +166,6 @@ func hold():
func resume():
playing = true
$DropTimer.start()
$LockDelay.start()
$Stats.time = OS.get_system_time_secs() - $Stats.time
$Stats/Clock.start()
$MidiPlayer.resume()
@ -206,7 +203,6 @@ func pause(gui=null):
func game_over():
pause()
current_piece.emit_trail(false)
$FlashText.print("GAME\nOVER")
$ReplayButton.visible = true

View File

@ -146,7 +146,7 @@ extra_spacing_bottom = 5
font_data = ExtResource( 13 )
_sections_unfolded = [ "Extra Spacing", "Font", "Settings" ]
[node name="Main" type="WorldEnvironment"]
[node name="Main" type="WorldEnvironment" index="0"]
environment = ExtResource( 1 )
script = ExtResource( 2 )
@ -627,6 +627,8 @@ autostart = false
[connection signal="timeout" from="DropTimer" to="." method="_on_DropTimer_timeout"]
[connection signal="timeout" from="LockDelay" to="." method="lock"]
[connection signal="timeout" from="AutoShiftDelay" to="." method="_on_AutoShiftDelay_timeout"]
[connection signal="timeout" from="AutoShiftTimer" to="." method="_on_AutoShiftTimer_timeout"]

View File

@ -1,9 +1,74 @@
[gd_scene load_steps=3 format=2]
[gd_scene load_steps=5 format=2]
[ext_resource path="res://Tetrominos/Mino/MinoMesh.tscn" type="PackedScene" id=1]
[ext_resource path="res://Tetrominos/Mino/MinoMesh.tres" type="CubeMesh" id=2]
[node name="Mino" type="Spatial" index="0"]
[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
[sub_resource type="SpatialMaterial" id=2]
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, 0.259529 )
metallic = 1.0
metallic_specular = 0.63
metallic_texture_channel = 4
roughness = 0.46
roughness_texture_channel = 0
emission_enabled = true
emission = Color( 0.755859, 1, 0.914169, 1 )
emission_energy = 1.0
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", "NormalMap", "Proximity Fade" ]
[node name="Mino" type="Spatial"]
transform = Transform( 0.997027, 0, 0, 0, 0.997027, 0, 0, 0, 0.997027, 0, 0, 0 )
_sections_unfolded = [ "Pause", "Transform", "Visibility" ]
@ -37,4 +102,21 @@ spot_angle = 5.0
spot_angle_attenuation = 2.0
_sections_unfolded = [ "Editor", "Light", "Spot", "Transform" ]
[node name="LockingMesh" type="MeshInstance" parent="." index="2"]
visible = false
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 = SubResource( 2 )
_sections_unfolded = [ "Transform", "material" ]

View File

@ -3,6 +3,7 @@ extends Spatial
const NB_MINOES = 4
const CLOCKWISE = -1
const COUNTERCLOCKWISE = 1
const DROP_MOVEMENT = Vector3(0, -1, 0)
var super_rotation_system = [
{
@ -97,10 +98,16 @@ func get_translations():
func move(movement):
if grid_map.possible_positions(get_translations(), movement):
translate(movement)
lock_delay.start()
if movement == DROP_MOVEMENT:
locking(false)
lock_delay.stop()
rotated_last = false
return true
return false
else:
if movement == DROP_MOVEMENT:
locking(true)
lock_delay.start()
return false
func turn(direction):
var translations = get_translations()
@ -117,7 +124,8 @@ func turn(direction):
orientation = (orientation - direction) % NB_MINOES
set_translations(rotated_translations)
translate(movements[i])
lock_delay.start()
lock_delay.stop()
locking(false)
rotated_last = true
if i == 4:
rotation_point_5_used = true
@ -131,3 +139,6 @@ func turn_light(on):
for mino in minoes:
mino.get_node("SpotLight").visible = on
func locking(visible):
for mino in minoes:
mino.get_node("LockingMesh").visible = visible