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authorLibravatar IcECreAm777 <31211782+IcECreAm777@users.noreply.github.com>2022-07-17 12:20:31 +0200
committerLibravatar IcECreAm777 <31211782+IcECreAm777@users.noreply.github.com>2022-07-17 12:20:31 +0200
commit9cb0b053b337742aae96517a8c5c4700698faa03 (patch)
tree3d64563a49f498b79dfced19b2371dd97797250f /godot
parent1cb66d602745d176b113e76a7f77bd007768b509 (diff)
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fixed: bounce works again and +1 can't be activated twice in a row
gravity is deactivated for now
Diffstat (limited to '')
-rw-r--r--godot/scenes/Die.gd11
-rw-r--r--godot/scenes/Game.gd9
-rw-r--r--godot/scenes/levels/MainMenu.tscn2
3 files changed, 11 insertions, 11 deletions
diff --git a/godot/scenes/Die.gd b/godot/scenes/Die.gd
index 1f82417..0d11d73 100644
--- a/godot/scenes/Die.gd
+++ b/godot/scenes/Die.gd
@@ -109,7 +109,10 @@ func _physics_process(delta):
if curr_buff != buff.ball:
dice_is_moving = false
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()
elif dice_is_moving == false and angular_velocity.length() >= 0.1 and linear_velocity.length() >= 0.1:
@@ -137,7 +140,7 @@ func get_buff_from_upwards_side():
if $Ball1.get_overlapping_areas().size() > 0 || $Ball2.get_overlapping_areas().size() > 0:
return buff.ball
if $Bounce1.get_overlapping_areas().size() > 0 || $Bounce2.get_overlapping_areas().size() > 0:
- return buff.gravity
+ return buff.bounce
if $Phase1.get_overlapping_areas().size() > 0 || $Phase2.get_overlapping_areas().size() > 0:
return buff.phase
@@ -193,15 +196,15 @@ func revert_current_buff():
gravity_scale = default_gravity
func apply_buff():
+ gravity_scale = default_gravity
match curr_buff:
buff.ball:
- gravity_scale = default_gravity
ball()
buff.bounce:
- gravity_scale = default_gravity
bounciness()
buff.phase:
phase()
- gravity_scale = default_gravity
buff.stroke:
+ extra_stroke()
+ buff.gravity:
low_gravity()
diff --git a/godot/scenes/Game.gd b/godot/scenes/Game.gd
index d2dc2ed..56456c0 100644
--- a/godot/scenes/Game.gd
+++ b/godot/scenes/Game.gd
@@ -47,13 +47,8 @@ func _on_MainMenuButton_pressed():
func end_level():
- # save current strokes and reset
- strokes_per_level[current_level_id] = current_strokes
- current_strokes = 0
-
+ open_scoreboard()
post_game = true
-
- open_scoreboard()
func add_stroke():
@@ -84,6 +79,8 @@ func next_level():
levels[current_level_id].hide()
current_level_id = current_level_id + 1
+ current_strokes = 0
+
if current_level_id >= NUM_LEVELS:
get_tree().change_scene("res://scenes/levels/MainMenu.tscn")
return
diff --git a/godot/scenes/levels/MainMenu.tscn b/godot/scenes/levels/MainMenu.tscn
index b06a027..438de12 100644
--- a/godot/scenes/levels/MainMenu.tscn
+++ b/godot/scenes/levels/MainMenu.tscn
@@ -22,7 +22,7 @@ void vertex() {
void fragment() {
// Color:2
- vec3 n_out2p0 = vec3(0.042878, 0.101562, 0.036245);
+ vec3 n_out2p0 = vec3(0.042879, 0.101562, 0.036245);
float n_out2p1 = 1.000000;
// Output:0