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4d72bd910f
...
787210847b
2 changed files with 4 additions and 5 deletions
2
main.gd
2
main.gd
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@ -129,7 +129,7 @@ func advance_level():
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advancing = true
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advancing = true
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if level_num >= 0:
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if level_num >= 0:
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print("level won")
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print("level won")
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await get_tree().create_timer(1).timeout
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await get_tree().create_timer(0.5).timeout
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advancing = false
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advancing = false
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time = 0
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time = 0
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level_num += 1
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level_num += 1
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7
piece.gd
7
piece.gd
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@ -17,7 +17,7 @@ enum Type {
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## squares per second
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## squares per second
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@export_range(0.1, 50) var anim_speed := 10.0
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@export_range(0.1, 50) var anim_speed := 10.0
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@export_range(0.1, 50) var anim_speed_slow := 1.0
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@export_range(0.1, 50) var anim_speed_slow := 2.0
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#TODO: {un,}do_bump animation method (good visual clarity)
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#TODO: {un,}do_bump animation method (good visual clarity)
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@ -42,8 +42,7 @@ var lpos: Vector2i:
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@onready var anim_progress := 1.0
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@onready var anim_progress := 1.0
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var speedometer: Label3D
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var speedometer: Label3D
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# TODO: much, *much* better animation is needed. ESPECIALLY if we're doing slowmo
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# TODO: this is *complex*, transfer momentum and stuff
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# (we're doing slowmo because it is SICK)
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func do_step(board: Board):
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func do_step(board: Board):
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if lvel == Vector2i.ZERO:
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if lvel == Vector2i.ZERO:
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return
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return
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@ -59,7 +58,7 @@ func do_step(board: Board):
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ball_here.do_push(lvel/2 + rem).call()
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ball_here.do_push(lvel/2 + rem).call()
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lvel = -lvel/2
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lvel = -lvel/2
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else:
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else:
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lvel *= -1
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lvel -= move
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return
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return
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lpos = new_pos
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lpos = new_pos
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var on_ice := !!board.type_at(lpos, Piece.Type.FloorIce)
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var on_ice := !!board.type_at(lpos, Piece.Type.FloorIce)
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