]> Untitled Git - catris.git/blobdiff - script/board.gd
Added proper shape collision
[catris.git] / script / board.gd
index 9f70dfa0f39ca8e986559417b82b21f1ffd13307..f820e00660ee0a0189185bdfb11aba007f933906 100644 (file)
@@ -3,6 +3,7 @@ class_name Board
 
 
 signal added_piece
+signal end_round
 
 
 @export var block_size: int = 20
@@ -59,39 +60,46 @@ func _add_player_piece():
        add_child(piece)
        num_pieces += 1
        added_piece.emit()
-       
-       print(str(piece))
 
 
 func _move(v: Vector2i):
-       var new_player_position: Vector2i = _player_position + v
+       assert(_player_piece != null, "Player piece must not be null")
        
-       if new_player_position.x < 0 or new_player_position.x >= _grid_final_x_row:
-               # ignore input that moves beyond lateral boundaries
-               return
+       var new_player_position: Vector2i = _player_position + v
        
-       if _is_grid_position_taken(new_player_position):
-               # if movement is vertical and blocked, then we're done
-               if v.y != 0:
-                       _end_round()
-               return
+       # for each cell in the block, offset it by new position and check for collision
+       for pos: Vector2i in _player_piece.cell_grid:
+               pos += new_player_position
+               if pos.x < 0 or pos.x >= _grid_final_x_row:
+                       # ignore input that moves beyond lateral boundaries
+                       return
                
+               if _is_grid_position_taken(pos):
+                       # if movement is vertical and blocked, then we're done
+                       if v.y != 0:
+                               end_round.emit()
+                       return
+                       
        # update player position
        _player_position = new_player_position
        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 any cell's at the bottom of the grid, we're done
+       for pos: Vector2i in _player_piece.cell_grid:
+               pos += _player_position
+               if (pos.y >= _grid_final_y_row - 1):
+                       end_round.emit()
+
+func _on_end_round():
+               # fill in collision grid with piece cells
+               for pos: Vector2i in _player_piece.cell_grid:
+                       pos += _player_position
+                       _set_grid_position(pos, true)
+
                # disconnect player controls from current piece
                _player_piece = null
                
-               # fill in collision grid with piece cells
-               _set_grid_position(_player_position, true)
-               
                # now start a new round
                _on_turn_timer_timeout()
 
@@ -110,11 +118,3 @@ func _set_grid_position(v: Vector2i, b: bool):
 
 func _is_grid_position_taken(v: Vector2i) -> bool:
        return _grid_filled[v.x + v.y * _grid_final_x_row]
-
-
-func _print_grid():
-       for i in range(0, _grid_final_y_row):
-               var row = []
-               for j in range(0, _grid_final_x_row):
-                       row.append(_grid_filled[j + i * _grid_final_x_row])
-               print(str(row))