diff options
Diffstat (limited to '')
| -rw-r--r-- | godot/scenes/Die.gd | 11 | ||||
| -rw-r--r-- | godot/scenes/Game.gd | 9 | ||||
| -rw-r--r-- | godot/scenes/levels/MainMenu.tscn | 2 | 
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 | 
