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-rw-r--r--godot/assets/game_objects/stone(Clone).material4
-rw-r--r--godot/scenes/Die.gd15
-rw-r--r--godot/scenes/Die.tscn1
-rw-r--r--godot/scenes/Game.gd1
-rw-r--r--godot/scenes/levels/MainMenu.tscn2
-rw-r--r--godot/scenes/levels/level1/level1.tscn2
6 files changed, 14 insertions, 11 deletions
diff --git a/godot/assets/game_objects/stone(Clone).material b/godot/assets/game_objects/stone(Clone).material
index dd7a6bb..fbc9627 100644
--- a/godot/assets/game_objects/stone(Clone).material
+++ b/godot/assets/game_objects/stone(Clone).material
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
-oid sha256:6bda96ce6a9969c5bca66bec269f889f463d65184797c048469a8ce43ba9b99e
-size 757
+oid sha256:b72c3b30ce22bd387a8575140eb29031885841bde7ae13e6bfa028f6a90346df
+size 756
diff --git a/godot/scenes/Die.gd b/godot/scenes/Die.gd
index 3591cba..121f27d 100644
--- a/godot/scenes/Die.gd
+++ b/godot/scenes/Die.gd
@@ -139,9 +139,8 @@ func _physics_process(delta):
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()
+ if not(last_buff == curr_buff && curr_buff == buff.stroke):
+ apply_buff()
# Called every frame. 'delta' is the elapsed time since the previous frame.
@@ -198,13 +197,16 @@ func get_buff_from_upwards_side():
if $Bounce1.get_overlapping_areas().size() > 0 || $Bounce2.get_overlapping_areas().size() > 0:
return buff.bounce
if $Phase1.get_overlapping_areas().size() > 0 || $Phase2.get_overlapping_areas().size() > 0:
- return buff.phase
+ return buff.gravity
return buff.none
func low_gravity():
- gravity_scale = 0.2
+ gravity_scale = 0.3 * default_gravity
+
+func low_gravity_revert():
+ gravity_scale = default_gravity
func extra_stroke():
_game.revoke_stroke()
@@ -249,10 +251,9 @@ func revert_current_buff():
buff.phase:
phase_revert()
buff.gravity:
- gravity_scale = default_gravity
+ low_gravity_revert()
func apply_buff():
- gravity_scale = default_gravity
match curr_buff:
buff.ball:
ball()
diff --git a/godot/scenes/Die.tscn b/godot/scenes/Die.tscn
index 5c96dbb..8a85207 100644
--- a/godot/scenes/Die.tscn
+++ b/godot/scenes/Die.tscn
@@ -154,6 +154,7 @@ margin_bottom = 153.0
[node name="Arrow" type="MeshInstance" parent="PowerUI3D"]
[node name="SpriteCircles" type="Sprite3D" parent="PowerUI3D"]
+transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.506, 0 )
cast_shadow = 0
opacity = 0.43
pixel_size = 0.0071
diff --git a/godot/scenes/Game.gd b/godot/scenes/Game.gd
index fef2cc8..4ad258a 100644
--- a/godot/scenes/Game.gd
+++ b/godot/scenes/Game.gd
@@ -82,6 +82,7 @@ func next_level():
post_game = false
levels[current_level_id].hide()
+ levels[current_level_id].set_active(false)
current_level_id = current_level_id + 1
current_strokes = 0
diff --git a/godot/scenes/levels/MainMenu.tscn b/godot/scenes/levels/MainMenu.tscn
index 77c50b1..b78bd7f 100644
--- a/godot/scenes/levels/MainMenu.tscn
+++ b/godot/scenes/levels/MainMenu.tscn
@@ -65,7 +65,7 @@ stream = ExtResource( 4 )
autoplay = true
[node name="Background" type="MeshInstance" parent="."]
-transform = Transform( 10, 0, 0, 0, 1, 0, 0, 0, 10, 0, -3.21632, 0 )
+transform = Transform( 100, 0, 0, 0, 1, 0, 0, 0, 100, 0, -3.21632, 0 )
mesh = SubResource( 1 )
skin = SubResource( 5 )
material/0 = null
diff --git a/godot/scenes/levels/level1/level1.tscn b/godot/scenes/levels/level1/level1.tscn
index 793b2c0..0bfe709 100644
--- a/godot/scenes/levels/level1/level1.tscn
+++ b/godot/scenes/levels/level1/level1.tscn
@@ -73,7 +73,7 @@ points = PoolVector3Array( -0.71742, 0.11773, -0.254227, -0.388641, 0.201786, -0
[node name="Spatial" type="Spatial"]
[node name="Die" parent="." instance=ExtResource( 7 )]
-transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -47.8823, -0.0948428 )
+transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -51.653, -0.095 )
[node name="Spatial" type="Spatial" parent="."]
transform = Transform( 20, 0, 0, 0, 20, 0, 0, 0, 20, 0, 0.505757, 0 )