X-Git-Url: http://git.purplebirdman.com/catris.git/blobdiff_plain/2f553c6c1c71810a4ff47a966c2bf39893233373..5b090c35e5d741efe235ce84a2dd124828858863:/script/board.gd diff --git a/script/board.gd b/script/board.gd index 5368ddd..6ee9e7a 100644 --- a/script/board.gd +++ b/script/board.gd @@ -2,17 +2,20 @@ extends Control 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 _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: + 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)) @@ -26,33 +29,32 @@ func _ready() -> void: 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"): - _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"): - _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) - 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 - 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: @@ -67,31 +69,29 @@ func _move_cell(v: Vector2i): # 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(): - print("Time for a new 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) - #_print_grid() # 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: - _move_cell(Vector2i(0, 1)) + _move(Vector2i(0, 1)) %turnTimer.start()