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authorLibravatar David <david003@gmx.net>2022-07-17 15:10:33 +0200
committerLibravatar David <david003@gmx.net>2022-07-17 15:10:33 +0200
commitcbb2770401241f864fc0df712e27a3a84572e499 (patch)
tree3a61589e0e523bf11172859f5bcb4a8d1f5f2f03 /godot/scenes/Die.gd
parent1b015a5989a3da04f08aaa06db444c875ea97df1 (diff)
parent9e9101b8c27d723696367692ac7ba24e5248ce37 (diff)
download2022-cbb2770401241f864fc0df712e27a3a84572e499.tar.gz
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Merge branch 'main' of codeberg.org:code-your-friends/gmtk2022
Diffstat (limited to 'godot/scenes/Die.gd')
-rw-r--r--godot/scenes/Die.gd21
1 files changed, 12 insertions, 9 deletions
diff --git a/godot/scenes/Die.gd b/godot/scenes/Die.gd
index 466366b..3591cba 100644
--- a/godot/scenes/Die.gd
+++ b/godot/scenes/Die.gd
@@ -24,6 +24,7 @@ var mat
var target_bounce = 1
var default_gravity = 2
var default_bounciness = 0
+var after_stroke = true
var curr_buff = buff.none
@@ -91,6 +92,7 @@ func _input(event):
$PowerUI/PowerBar.hide()
$PowerUI3D/Arrow.hide()
_game.add_stroke()
+ after_stroke = true
#Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
# add one to counter
@@ -118,34 +120,34 @@ func _physics_process(delta):
$PowerUI3D.translation.z = translation.z
if dice_is_moving == true and dice_still_timing == false and angular_velocity.length() < 0.1 and linear_velocity.length() < 0.1:
+ print("stop morbin and start timing")
dice_is_still_since = OS.get_ticks_msec()
dice_still_timing = true
- elif dice_is_moving == false and angular_velocity.length() >= 0.1 and linear_velocity.length() >= 0.1:
+ elif dice_is_moving == false and after_stroke and (angular_velocity.length() >= 0.1 or linear_velocity.length() >= 0.1):
+ print("start morbin")
dice_still_timing = false
dice_is_moving = true
$PowerUI3D/SpriteCircles.hide()
- if dice_still_timing == true && (OS.get_ticks_msec() - dice_is_still_since) > 200:
- if curr_buff != buff.ball:
- dice_is_moving = false
- $PowerUI3D/SpriteCircles.show()
+ if after_stroke && dice_still_timing == true && (OS.get_ticks_msec() - dice_is_still_since) > 200:
+ print("stop timing while not morbin")
+ dice_is_moving = false
+ after_stroke = false
+ dice_still_timing = false
+ $PowerUI3D/SpriteCircles.show()
revert_current_buff()
var last_buff = curr_buff
curr_buff = get_buff_from_upwards_side()
if last_buff == curr_buff && curr_buff == buff.stroke:
return
apply_buff()
-
-
-
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
var rot = $CamRoot/Horizontal/Vertical/Camera.get_global_transform().basis.get_euler()
$PowerUI3D.rotation_degrees.y = rad2deg(rot.y) + 180
- print(rot.y)
func draw_arrow():
var l = 1 + 5 * clamp(die_launch_force_magnitude, 0, die_launch_force_magnitude_max) / die_launch_force_magnitude_max
@@ -177,6 +179,7 @@ func draw_arrow():
st.commit(tmpMesh)
$PowerUI3D/Arrow.mesh = tmpMesh
+
"""
BUFFS
"""