As of f2f4335acd65125340d44521578f53f61c13fb5c, Players are based on Segments (Sprites).
Sprites do not care about the physics engine, so Game.gd has a timer that invokes "GravityTimer" and uses the cutely named boolean "gravity_called" in Game _process function. When gravity calls, the player is sent down one level. This way Game, along with Helpers.board (a 2D array of where players are nailed in place), knows when Tiles hit the bottom.
BUT, that makes it difficult to ensure pieces are not dragged through pieces that are already placed on the board. So I created #25.
To solve #25 I replaced Segments (Sprites) with Tiles (KinematicBody2D). Tiles know where they are in the world so they do not go through each other. Yay #25 nearly solved.
BUT, using KinematicBody2D and Godot physics engine means the Tiles tell Game when they hit the floor. This issue is to fix that "flow of location information" from Tile --> Game as opposed to the way it is now.
TLDR: as of 05bfde1cd5d7a5c16118608d98a04ff418fffa73, solving #25 with physics created a slew of other issues including #30, #31, but they are worth the trouble cause it helps solve #8 and makes the game simpler and more compelling.
As of f2f4335acd65125340d44521578f53f61c13fb5c, Players are based on Segments (Sprites).
Sprites do not care about the physics engine, so Game.gd has a timer that invokes "GravityTimer" and uses the cutely named boolean "gravity_called" in Game
_process
function. When gravity calls, the player is sent down one level. This way Game, along with Helpers.board (a 2D array of where players are nailed in place), knows when Tiles hit the bottom.BUT, that makes it difficult to ensure pieces are not dragged through pieces that are already placed on the board. So I created #25.
To solve #25 I replaced Segments (Sprites) with Tiles (KinematicBody2D). Tiles know where they are in the world so they do not go through each other. Yay #25 nearly solved.
BUT, using KinematicBody2D and Godot physics engine means the Tiles tell Game when they hit the floor. This issue is to fix that "flow of location information" from Tile --> Game as opposed to the way it is now.
TLDR: as of 05bfde1cd5d7a5c16118608d98a04ff418fffa73, solving #25 with physics created a slew of other issues including #30, #31, but they are worth the trouble cause it helps solve #8 and makes the game simpler and more compelling.