extends Node2D class_name Piece @export var piece_name: String = "" var cells: Array[Cell] = [] var block_size: int = 0 var _cell_grid: Array[Vector2i] = [] var _rotation_angles: Array[float] = [0.0, 90.0, 180.0, 270.0] var _rotation_index: int = 0 func _ready() -> void: for c in self.get_children(): if c is Cell: cells.append(c) # all cells must have same block size for c in cells: if block_size == 0: block_size = c.block_size else: assert(block_size == c.block_size, "All cells must have same block size") # build cell grid coordinates for c in cells: var pos_x: int = floori(c.position.x / block_size) var pos_y: int = floori(c.position.y / block_size) _cell_grid.append(Vector2i(pos_x, pos_y)) func _to_string() -> String: return "%d: %s" % [rotation_degrees, str(get_cell_grid())] func get_cell_grid() -> Array: if rotation_degrees == 0.0: return _cell_grid elif rotation_degrees == 90.0: return _cell_grid.map(func f(v): return Vector2i(v.y, v.x)) elif rotation_degrees == 180.0: return _cell_grid.map(func f(v): return Vector2i(-v.x, -v.y)) elif rotation_degrees == 270.0: return _cell_grid.map(func f(v): return Vector2i(-v.y, -v.x)) else: assert(false, "Invalid rotation: " + str(global_rotation_degrees)) return [] func rotate_left(): _rotation_index += 1 rotation_degrees = _rotation_angles[_rotation_index % _rotation_angles.size()]