]> Untitled Git - catris.git/blob - script/board.gd
Pressing down now moves piece to bottom
[catris.git] / script / board.gd
1 extends Control
2 class_name Board
3
4
5 signal added_piece
6 signal end_round
7
8
9 @export var block_size: int = 20
10 @export var piece_catalogue: Array[PackedScene] = []
11
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
17
18 var num_pieces: int = 0
19 const start_pos: Vector2i = Vector2i(5, 2)
20
21 func _ready() -> void:
22         assert(piece_catalogue.size() >= 1, "Expected at least one piece in catalogue")
23         
24         # calculate grid
25         _grid_final_y_row = size.y / block_size
26         _grid_final_x_row = size.x / block_size
27         print("Grid is " + str(_grid_final_x_row) + " by " + str(_grid_final_y_row))
28         
29         for i in range(0, _grid_final_x_row):
30                 for j in range(0, _grid_final_y_row):
31                         _grid_filled.append(false)
32         
33         _on_turn_timer_timeout()
34
35
36 func _input(event: InputEvent) -> void:
37         if event.is_action_pressed("player_left"):
38                 _move(Vector2i(-1, 0))
39         elif event.is_action_pressed("player_right"):
40                 _move(Vector2i(1, 0))
41                 
42         if event.is_action_pressed("player_up"):
43                 if _player_piece:
44                         _player_piece.rotate_left()
45                         print(_player_piece.to_string())
46
47         if event.is_action_pressed("player_down"):
48                 # move piece to bottom 
49                 var b := true
50                 while b:
51                         b = _move(Vector2i(0, 1))
52
53
54 func _add_player_piece():
55         var scene: PackedScene = piece_catalogue.pick_random()
56         var piece: Piece = scene.instantiate()
57         piece.block_size = block_size
58         
59         # TODO: start piece at center of board
60         _player_position = start_pos
61         piece.position = _player_position * block_size
62         _player_piece = piece
63         
64         # add piece to scene tree and emit signal
65         add_child(piece)
66         num_pieces += 1
67         added_piece.emit()
68
69
70 # returns TRUE if piece can move more, FALSE if end state 
71 func _move(v: Vector2i) -> bool:
72         assert(_player_piece != null, "Player piece must not be null")
73         
74         var new_player_position: Vector2i = _player_position + v
75         
76         # for each cell in the block, offset it by new position and check for collision
77         for pos: Vector2i in _player_piece.get_cell_grid():
78                 pos += new_player_position
79                 if pos.x < 0 or pos.x >= _grid_final_x_row:
80                         # ignore input that moves beyond lateral boundaries
81                         return false
82                 
83                 if _is_grid_position_taken(pos):
84                         # if movement is vertical and blocked, then we're done
85                         if v.y != 0:
86                                 end_round.emit()
87                         return false
88                         
89         # update player position
90         _player_position = new_player_position
91         if _player_piece:
92                 _player_piece.position = _player_position * block_size
93
94         # if any cell's at the bottom of the grid, we're done
95         for pos: Vector2i in _player_piece.get_cell_grid():
96                 pos += _player_position
97                 if (pos.y >= _grid_final_y_row - 1):
98                         end_round.emit()
99                         return false
100         
101         return true
102
103
104 func _on_end_round():
105                 # disconnect player controls from current piece
106                 var piece: Piece = _player_piece
107                 _player_piece = null
108                 
109                 # fill in collision grid with piece cells
110                 for pos: Vector2i in piece.get_cell_grid():
111                         pos += _player_position
112                         _set_grid_position(pos, true)
113                 
114                 # now start a new round
115                 _on_turn_timer_timeout()
116
117
118 func _on_turn_timer_timeout() -> void:
119         if _player_piece == null:
120                 _add_player_piece()
121         else:
122                 _move(Vector2i(0, 1))
123         %turnTimer.start()
124
125
126 func _set_grid_position(v: Vector2i, b: bool):
127         _grid_filled[v.x + v.y * _grid_final_x_row] = b
128
129
130 func _is_grid_position_taken(v: Vector2i) -> bool:
131         return _grid_filled[v.x + v.y * _grid_final_x_row]