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-rw-r--r--godot/scenes/Die.gd20
1 files changed, 16 insertions, 4 deletions
diff --git a/godot/scenes/Die.gd b/godot/scenes/Die.gd
index 0cee70a..466366b 100644
--- a/godot/scenes/Die.gd
+++ b/godot/scenes/Die.gd
@@ -9,7 +9,9 @@ var cam_v_min = -90
var cam_v_max = 90
var sensitivity_cam = 0.5
var sensitivity_charge = 2
-var dice_is_moving = false
+var dice_is_moving = true
+var dice_is_still_since = 0
+var dice_still_timing = false
var last_frame_position = Vector3(1.0,1.0,1.0)
var mouse_origin = Vector2(0,0)
var die_launch_force_magnitude = 0
@@ -115,9 +117,19 @@ func _physics_process(delta):
$PowerUI3D.translation.y = translation.y
$PowerUI3D.translation.z = translation.z
- if dice_is_moving == true and angular_velocity.length() < 0.1 and linear_velocity.length() < 0.1:
+ if dice_is_moving == true and dice_still_timing == false and angular_velocity.length() < 0.1 and linear_velocity.length() < 0.1:
+ 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:
+ 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()
revert_current_buff()
var last_buff = curr_buff
curr_buff = get_buff_from_upwards_side()
@@ -125,8 +137,8 @@ func _physics_process(delta):
return
apply_buff()
- elif dice_is_moving == false and angular_velocity.length() >= 0.1 and linear_velocity.length() >= 0.1:
- dice_is_moving = true
+
+
# Called every frame. 'delta' is the elapsed time since the previous frame.