9 @export var block_size: int = 20
10 @export var piece_catalogue: Array[PackedScene] = []
12 var _grid_filled: Array[bool] = []
13 var _player_position: Vector2i = Vector2i.ZERO
14 var _player_piece: Piece = null
15 var _grid_final_y_row: int = 0
16 var _grid_final_x_row: int = 0
18 var num_pieces: int = 0
20 func _ready() -> void:
21 assert(piece_catalogue.size() >= 1, "Expected at least one piece in catalogue")
24 _grid_final_y_row = size.y / block_size
25 _grid_final_x_row = size.x / block_size
26 print("Grid is " + str(_grid_final_x_row) + " by " + str(_grid_final_y_row))
28 for i in range(0, _grid_final_x_row):
29 for j in range(0, _grid_final_y_row):
30 _grid_filled.append(false)
32 _on_turn_timer_timeout()
35 func _input(event: InputEvent) -> void:
36 if event.is_action_pressed("player_left"):
37 _move(Vector2i(-1, 0))
38 elif event.is_action_pressed("player_right"):
41 if event.is_action_pressed("player_up"):
43 _player_piece.rotate_left()
44 print(_player_piece.to_string())
46 if event.is_action("player_down"):
50 func _add_player_piece():
51 var scene: PackedScene = piece_catalogue.pick_random()
52 var piece: Piece = scene.instantiate()
53 piece.block_size = block_size
55 # TODO: start piece at center of board
56 _player_position = Vector2i(5, 0)
57 piece.position = _player_position * block_size
60 # add piece to scene tree and emit signal
66 func _move(v: Vector2i):
67 assert(_player_piece != null, "Player piece must not be null")
69 var new_player_position: Vector2i = _player_position + v
71 # for each cell in the block, offset it by new position and check for collision
72 for pos: Vector2i in _player_piece.get_cell_grid():
73 pos += new_player_position
74 if pos.x < 0 or pos.x >= _grid_final_x_row:
75 # ignore input that moves beyond lateral boundaries
78 if _is_grid_position_taken(pos):
79 # if movement is vertical and blocked, then we're done
84 # update player position
85 _player_position = new_player_position
87 _player_piece.position = _player_position * block_size
89 # if any cell's at the bottom of the grid, we're done
90 for pos: Vector2i in _player_piece.get_cell_grid():
91 pos += _player_position
92 if (pos.y >= _grid_final_y_row - 1):
97 # fill in collision grid with piece cells
98 for pos: Vector2i in _player_piece.get_cell_grid():
99 pos += _player_position
100 _set_grid_position(pos, true)
102 # disconnect player controls from current piece
105 # now start a new round
106 _on_turn_timer_timeout()
109 func _on_turn_timer_timeout() -> void:
110 if _player_piece == null:
113 _move(Vector2i(0, 1))
117 func _set_grid_position(v: Vector2i, b: bool):
118 _grid_filled[v.x + v.y * _grid_final_x_row] = b
121 func _is_grid_position_taken(v: Vector2i) -> bool:
122 return _grid_filled[v.x + v.y * _grid_final_x_row]