fix gray car colors on second game
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parent
55ff74065d
commit
35adc2315d
3 changed files with 12 additions and 8 deletions
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@ -96,11 +96,11 @@ func setColorwheelstepByPlayernum(playernum:int):
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colorwheelstep=0.3
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colorwheelstep=0.3
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func addPlayer(key:int,poverridecolor=null):
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func addPlayer(key:int,poverridecolor:Color=Color(0,0,0,0)):
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#return -1 if player already exists with this key. else return id of player added
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#return -1 if player already exists with this key. else return id of player added
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if not getPlayerkeys().has(key): #key is not yet registered
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if not getPlayerkeys().has(key): #key is not yet registered
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var prefered_colori=0
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var prefered_colori=0
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var overridecolor=null
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var overridecolor:Color=Color(0,0,0,0)
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var setrank=((randf()-0.5)/10.0)+0.5
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var setrank=((randf()-0.5)/10.0)+0.5
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for p in last_players:
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for p in last_players:
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if p.inputkey==key: #key was used in last round
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if p.inputkey==key: #key was used in last round
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@ -114,10 +114,10 @@ func addPlayer(key:int,poverridecolor=null):
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prefered_colori+=1
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prefered_colori+=1
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var newplayer: Player = Player.new(key,prefered_colori)
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var newplayer: Player = Player.new(key,prefered_colori)
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if overridecolor!=null:
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if overridecolor.a>0:
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newplayer.setOverrideColor(overridecolor)
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newplayer.setOverrideColor(overridecolor)
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newplayer.rank=setrank
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newplayer.rank=setrank
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if poverridecolor!=null:
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if poverridecolor.a>0:
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print("play key "+str(key)+" overridecolor="+str(poverridecolor))
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print("play key "+str(key)+" overridecolor="+str(poverridecolor))
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newplayer.setOverrideColor(poverridecolor)
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newplayer.setOverrideColor(poverridecolor)
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players.append(newplayer)
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players.append(newplayer)
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@ -16,8 +16,9 @@ func _ready() -> void:
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if len(Gamestate.getSelectedMap())<=0: #no map selected (ie on startup)
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if len(Gamestate.getSelectedMap())<=0: #no map selected (ie on startup)
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get_children()[0].emit_signal("pressed") #preselect first map in list
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get_children()[0].emit_signal("pressed") #preselect first map in list
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else:
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else:
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if Gamestate.automatic_map_change_after>0:
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Gamestate.automatic_map_change_in-=1
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Gamestate.automatic_map_change_in-=1
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if Gamestate.automatic_map_change_in<=0: #do automatic mapchange
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if Gamestate.automatic_map_change_after>0 and Gamestate.automatic_map_change_in<=0: #do automatic mapchange
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Gamestate.automatic_map_change_in=Gamestate.automatic_map_change_after #reset
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Gamestate.automatic_map_change_in=Gamestate.automatic_map_change_after #reset
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var next_map_pick=null
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var next_map_pick=null
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while next_map_pick==null:
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while next_map_pick==null:
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@ -28,7 +29,7 @@ func _ready() -> void:
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var saved_automatic_map_change_in=Gamestate.automatic_map_change_in #save number, to restore after simulated map button press
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var saved_automatic_map_change_in=Gamestate.automatic_map_change_in #save number, to restore after simulated map button press
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next_map_pick.emit_signal("pressed")
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next_map_pick.emit_signal("pressed")
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Gamestate.automatic_map_change_in=saved_automatic_map_change_in
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Gamestate.automatic_map_change_in=saved_automatic_map_change_in
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else: #no automatic mapchange mapchange
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else: #no automatic mapchange
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for c in get_children():
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for c in get_children():
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if c.name==button_prefix+Gamestate.getSelectedMap():
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if c.name==button_prefix+Gamestate.getSelectedMap():
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var saved_automatic_map_change_in=Gamestate.automatic_map_change_in #save number, to restore after simulated map button press
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var saved_automatic_map_change_in=Gamestate.automatic_map_change_in #save number, to restore after simulated map button press
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@ -61,5 +61,8 @@ func _process(delta: float) -> void:
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label.add_theme_constant_override("outline_size",outlinesize)
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label.add_theme_constant_override("outline_size",outlinesize)
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if Gamestate.automatic_map_change_in>0:
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$MapChangeInfo.text="Mapchange in "+str(Gamestate.automatic_map_change_in)
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$MapChangeInfo.text="Mapchange in "+str(Gamestate.automatic_map_change_in)
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else:
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$MapChangeInfo.text=""
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