]> Untitled Git - catris.git/blobdiff - script/board.gd
Added pieces. Needs proper collision handling
[catris.git] / script / board.gd
index 5368ddd9fde2d16c4149cbd8eccbd4f9680381e7..6ee9e7ad49ac3648b8230f39d9b5225dd4a242d3 100644 (file)
@@ -2,17 +2,20 @@ extends Control
 class_name Board
 
 @export var block_size: int = 20
 class_name Board
 
 @export var block_size: int = 20
-@export var cell_catalogue: Array[PackedScene]
+@export var piece_catalogue: Array[PackedScene] = []
 
 var _grid_filled: Array[bool] = []
 var _player_position: Vector2i = Vector2i.ZERO
 
 var _grid_filled: Array[bool] = []
 var _player_position: Vector2i = Vector2i.ZERO
-var _player_cell: Cell = null
+var _player_piece: Piece = null
 var _grid_final_y_row: int = 0
 var _grid_final_x_row: int = 0
 
 var _num_pieces: int = 0
 
 func _ready() -> void:
 var _grid_final_y_row: int = 0
 var _grid_final_x_row: int = 0
 
 var _num_pieces: int = 0
 
 func _ready() -> void:
+       assert(piece_catalogue.size() >= 1, "Expected at least one piece in catalogue")
+       
+       # calculate grid
        _grid_final_y_row = size.y / block_size
        _grid_final_x_row = size.x / block_size
        print("Grid is " + str(_grid_final_x_row) + " by " + str(_grid_final_y_row))
        _grid_final_y_row = size.y / block_size
        _grid_final_x_row = size.x / block_size
        print("Grid is " + str(_grid_final_x_row) + " by " + str(_grid_final_y_row))
@@ -26,33 +29,32 @@ func _ready() -> void:
 
 func _input(event: InputEvent) -> void:
        if event.is_action_pressed("player_left"):
 
 func _input(event: InputEvent) -> void:
        if event.is_action_pressed("player_left"):
-               _move_cell(Vector2i(-1, 0))
+               _move(Vector2i(-1, 0))
        elif event.is_action_pressed("player_right"):
        elif event.is_action_pressed("player_right"):
-               _move_cell(Vector2i(1, 0))
+               _move(Vector2i(1, 0))
                
        if event.is_action_pressed("player_up"):
                # TODO: rotate
                pass
 
        if event.is_action("player_down"):
                
        if event.is_action_pressed("player_up"):
                # TODO: rotate
                pass
 
        if event.is_action("player_down"):
-               _move_cell(Vector2i(0, 1))
+               _move(Vector2i(0, 1))
 
 
 
 
-func _add_player_cell():
-       var scene: PackedScene = cell_catalogue.pick_random()
-       var cell: Cell = scene.instantiate()
-       cell.block_size = block_size
+func _add_player_piece():
+       var scene: PackedScene = piece_catalogue.pick_random()
+       var piece: Piece = scene.instantiate()
+       piece.block_size = block_size
        
        _player_position = Vector2i(5, 0)
        
        _player_position = Vector2i(5, 0)
-       cell.position = _player_position * block_size
-       _player_cell = cell
+       piece.position = _player_position * block_size
+       _player_piece = piece
        
        
-       add_child(cell)
+       add_child(piece)
        _num_pieces += 1
        _num_pieces += 1
-       print("Added piece: " + str(_num_pieces))
 
 
 
 
-func _move_cell(v: Vector2i):
+func _move(v: Vector2i):
        var new_player_position: Vector2i = _player_position + v
        
        if new_player_position.x < 0 or new_player_position.x >= _grid_final_x_row:
        var new_player_position: Vector2i = _player_position + v
        
        if new_player_position.x < 0 or new_player_position.x >= _grid_final_x_row:
@@ -67,31 +69,29 @@ func _move_cell(v: Vector2i):
                
        # update player position
        _player_position = new_player_position
                
        # update player position
        _player_position = new_player_position
-       if _player_cell:
-               _player_cell.position = _player_position * block_size
+       if _player_piece:
+               _player_piece.position = _player_position * block_size
        
        # if at the bottom of the grid, we're done
        if (_player_position.y == _grid_final_y_row - 1):
                _end_round()
 
 func _end_round():
        
        # if at the bottom of the grid, we're done
        if (_player_position.y == _grid_final_y_row - 1):
                _end_round()
 
 func _end_round():
-               print("Time for a new piece!")
                # disconnect player controls from current piece
                # disconnect player controls from current piece
-               _player_cell = null
+               _player_piece = null
                
                # fill in collision grid with piece cells
                _set_grid_position(_player_position, true)
                
                # fill in collision grid with piece cells
                _set_grid_position(_player_position, true)
-               #_print_grid()
                
                # now start a new round
                _on_turn_timer_timeout()
 
 
 func _on_turn_timer_timeout() -> void:
                
                # now start a new round
                _on_turn_timer_timeout()
 
 
 func _on_turn_timer_timeout() -> void:
-       if _player_cell == null:
-               _add_player_cell()
+       if _player_piece == null:
+               _add_player_piece()
        else:
        else:
-               _move_cell(Vector2i(0, 1))
+               _move(Vector2i(0, 1))
        %turnTimer.start()
 
 
        %turnTimer.start()