signal added_piece
+signal end_round
@export var block_size: int = 20
var _grid_final_x_row: int = 0
var num_pieces: int = 0
+const start_pos: Vector2i = Vector2i(5, 2)
func _ready() -> void:
assert(piece_catalogue.size() >= 1, "Expected at least one piece in catalogue")
_move(Vector2i(1, 0))
if event.is_action_pressed("player_up"):
- # TODO: rotate
- pass
+ if _player_piece:
+ _player_piece.rotate_left()
+ print(_player_piece.to_string())
if event.is_action("player_down"):
_move(Vector2i(0, 1))
piece.block_size = block_size
# TODO: start piece at center of board
- _player_position = Vector2i(5, 0)
+ _player_position = start_pos
piece.position = _player_position * block_size
_player_piece = 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.get_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.get_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.get_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()
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))