compatibility with Godot 3.1
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@ -100,9 +100,9 @@ func _unhandled_input(event):
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if event.is_action_pressed("hard_drop"):
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hard_drop()
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if event.is_action_pressed("rotate_clockwise"):
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current_piece.rotate(Tetromino.CLOCKWISE)
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current_piece.turn(Tetromino.CLOCKWISE)
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if event.is_action_pressed("rotate_counterclockwise"):
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current_piece.rotate(Tetromino.COUNTERCLOCKWISE)
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current_piece.turn(Tetromino.COUNTERCLOCKWISE)
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if event.is_action_pressed("hold"):
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hold()
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@ -1,70 +1,69 @@
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extends "Tetromino.gd"
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const CLOCKWISE = -1
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const COUNTERCLOCKWISE = 1
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const SUPER_ROTATION_SYSTEM = [
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{
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COUNTERCLOCKWISE: [
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Vector3(0, -1, 0),
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Vector3(-1, -1, 0),
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Vector3(2, -1, 0),
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Vector3(-1, 1, 0),
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Vector3(2, -2, 0)
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],
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CLOCKWISE: [
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Vector3(1, 0, 0),
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Vector3(-1, 0, 0),
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Vector3(2, 0, 0),
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Vector3(-1, -1, 0),
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Vector3(2, 2, 0)
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],
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},
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{
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COUNTERCLOCKWISE: [
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Vector3(-1, 0, 0),
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Vector3(1, 0, 0),
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Vector3(-2, 0, 0),
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Vector3(1, 1, 0),
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Vector3(-2, -2, 0)
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],
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CLOCKWISE: [
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Vector3(0, -1, 0),
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Vector3(-1, -1, 0),
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Vector3(2, -1, 0),
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Vector3(-1, 1, 0),
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Vector3(2, -2, 0)
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],
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},
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{
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COUNTERCLOCKWISE: [
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Vector3(0, 1, 0),
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Vector3(1, 1, 0),
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Vector3(-2, 1, 0),
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Vector3(1, -1, 0),
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Vector3(-2, 2, 0)
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],
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CLOCKWISE: [
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Vector3(-1, 0, 0),
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Vector3(1, 0, 0),
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Vector3(-2, 0, 0),
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Vector3(1, 1, 0),
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Vector3(-2, -2, 0)
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],
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},
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{
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COUNTERCLOCKWISE: [
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Vector3(1, 0, 0),
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Vector3(-1, 0, 0),
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Vector3(2, 0, 0),
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Vector3(-1, -1, 0),
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Vector3(2, 2, 0)
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],
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CLOCKWISE: [
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Vector3(0, 1, 0),
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Vector3(1, 1, 0),
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Vector3(-2, 1, 0),
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Vector3(1, -1, 0),
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Vector3(-2, 2, 0)
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],
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},
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]
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func _init():
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super_rotation_system = [
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{
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COUNTERCLOCKWISE: [
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Vector3(0, -1, 0),
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Vector3(-1, -1, 0),
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Vector3(2, -1, 0),
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Vector3(-1, 1, 0),
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Vector3(2, -2, 0)
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],
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CLOCKWISE: [
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Vector3(1, 0, 0),
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Vector3(-1, 0, 0),
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Vector3(2, 0, 0),
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Vector3(-1, -1, 0),
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Vector3(2, 2, 0)
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],
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},
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{
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COUNTERCLOCKWISE: [
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Vector3(-1, 0, 0),
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Vector3(1, 0, 0),
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Vector3(-2, 0, 0),
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Vector3(1, 1, 0),
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Vector3(-2, -2, 0)
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],
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CLOCKWISE: [
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Vector3(0, -1, 0),
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Vector3(-1, -1, 0),
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Vector3(2, -1, 0),
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Vector3(-1, 1, 0),
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Vector3(2, -2, 0)
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],
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},
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{
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COUNTERCLOCKWISE: [
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Vector3(0, 1, 0),
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Vector3(1, 1, 0),
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Vector3(-2, 1, 0),
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Vector3(1, -1, 0),
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Vector3(-2, 2, 0)
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],
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CLOCKWISE: [
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Vector3(-1, 0, 0),
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Vector3(1, 0, 0),
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Vector3(-2, 0, 0),
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Vector3(1, 1, 0),
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Vector3(-2, -2, 0)
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],
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},
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{
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COUNTERCLOCKWISE: [
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Vector3(1, 0, 0),
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Vector3(-1, 0, 0),
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Vector3(2, 0, 0),
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Vector3(-1, -1, 0),
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Vector3(2, 2, 0)
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],
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CLOCKWISE: [
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Vector3(0, 1, 0),
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Vector3(1, 1, 0),
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Vector3(-2, 1, 0),
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Vector3(1, -1, 0),
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Vector3(-2, 2, 0)
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],
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},
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]
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@ -1,5 +1,5 @@
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extends "Tetromino.gd"
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func rotate(direction):
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func turn(direction):
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return false
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@ -3,7 +3,8 @@ 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 SUPER_ROTATION_SYSTEM = [
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var super_rotation_system = [
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{
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COUNTERCLOCKWISE: [
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Vector3(0, 0, 0),
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@ -101,7 +102,7 @@ func move(movement):
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return true
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return false
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func rotate(direction):
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func turn(direction):
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var translations = get_translations()
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var rotated_translations = [translations[0]]
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var center = translations[0]
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@ -110,7 +111,7 @@ func rotate(direction):
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rt = Vector3(-1*direction*rt.y, direction*rt.x, 0)
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rt += center
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rotated_translations.append(rt)
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var movements = SUPER_ROTATION_SYSTEM[orientation][direction]
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var movements = super_rotation_system[orientation][direction]
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for i in range(movements.size()):
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if grid_map.possible_positions(rotated_translations, movements[i]):
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orientation = (orientation - direction) % NB_MINOES
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@ -36,13 +36,13 @@ func set_instrument( instrument ):
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self.ads_state = instrument.ads_state
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self.release_state = instrument.release_state
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func play( ):
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func play( from_position=0.0 ):
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self.releasing = false
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self.timer = 0.0
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self.using_timer = 0.0
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self.current_volume = self.ads_state[0].volume
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self.stream.mix_rate = round( self.mix_rate * ( 1.0 + self.pitch_bend * 0.5 ) )
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.play( 0.0 )
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.play( from_position )
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self._update_volume( )
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func start_release( ):
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