4 @export var block_size: int = 20
5 @export var piece_catalogue: Array[PackedScene] = []
7 var _grid_filled: Array[bool] = []
8 var _player_position: Vector2i = Vector2i.ZERO
9 var _player_piece: Piece = null
10 var _grid_final_y_row: int = 0
11 var _grid_final_x_row: int = 0
13 var _num_pieces: int = 0
15 func _ready() -> void:
16 assert(piece_catalogue.size() >= 1, "Expected at least one piece in catalogue")
19 _grid_final_y_row = size.y / block_size
20 _grid_final_x_row = size.x / block_size
21 print("Grid is " + str(_grid_final_x_row) + " by " + str(_grid_final_y_row))
23 for i in range(0, _grid_final_x_row):
24 for j in range(0, _grid_final_y_row):
25 _grid_filled.append(false)
27 _on_turn_timer_timeout()
30 func _input(event: InputEvent) -> void:
31 if event.is_action_pressed("player_left"):
32 _move(Vector2i(-1, 0))
33 elif event.is_action_pressed("player_right"):
36 if event.is_action_pressed("player_up"):
40 if event.is_action("player_down"):
44 func _add_player_piece():
45 var scene: PackedScene = piece_catalogue.pick_random()
46 var piece: Piece = scene.instantiate()
47 piece.block_size = block_size
49 _player_position = Vector2i(5, 0)
50 piece.position = _player_position * block_size
58 func _move(v: Vector2i):
59 var new_player_position: Vector2i = _player_position + v
61 if new_player_position.x < 0 or new_player_position.x >= _grid_final_x_row:
62 # ignore input that moves beyond lateral boundaries
65 if _is_grid_position_taken(new_player_position):
66 # if movement is vertical and blocked, then we're done
71 # update player position
72 _player_position = new_player_position
74 _player_piece.position = _player_position * block_size
76 # if at the bottom of the grid, we're done
77 if (_player_position.y == _grid_final_y_row - 1):
81 # disconnect player controls from current piece
84 # fill in collision grid with piece cells
85 _set_grid_position(_player_position, true)
87 # now start a new round
88 _on_turn_timer_timeout()
91 func _on_turn_timer_timeout() -> void:
92 if _player_piece == null:
99 func _set_grid_position(v: Vector2i, b: bool):
100 _grid_filled[v.x + v.y * _grid_final_x_row] = b
103 func _is_grid_position_taken(v: Vector2i) -> bool:
104 return _grid_filled[v.x + v.y * _grid_final_x_row]
108 for i in range(0, _grid_final_y_row):
110 for j in range(0, _grid_final_x_row):
111 row.append(_grid_filled[j + i * _grid_final_x_row])