+ # 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)
+