X-Git-Url: http://git.purplebirdman.com/catris.git/blobdiff_plain/35c13ea7b3cdfe2da392fbd9c5b0c7aac97f5d6f..337edaab89f707658130d1a332cc169180fe9f67:/script/board.gd diff --git a/script/board.gd b/script/board.gd index f820e00..bc05616 100644 --- a/script/board.gd +++ b/script/board.gd @@ -16,6 +16,7 @@ var _grid_final_y_row: int = 0 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") @@ -39,11 +40,33 @@ func _input(event: InputEvent) -> void: _move(Vector2i(1, 0)) if event.is_action_pressed("player_up"): - # TODO: rotate - pass + if _player_piece: + _player_piece.rotate_cells_left() + + # if player piece has cells off to the right or left of the board, + # then shift it back onto the board + var leftmost: int = 0 + var rightmost: int = 0 + for pos: Vector2i in _player_piece.get_cell_grid(): + pos += _player_position # remember, pos is relative! + if pos.x < leftmost: + leftmost = pos.x + elif pos.x > _grid_final_x_row - 1 and pos.x > rightmost: + rightmost = pos.x - _grid_final_x_row - 1 + + + print("l,r: %d, %d" % [leftmost, rightmost]) + + if leftmost < 0: + _move(-Vector2i(leftmost, 0)) + elif rightmost > 0: + _move(-Vector2i(rightmost, 0)) - if event.is_action("player_down"): - _move(Vector2i(0, 1)) + if event.is_action_pressed("player_down"): + # move piece to bottom + var b := true + while b: + b = _move(Vector2i(0, 1)) func _add_player_piece(): @@ -52,7 +75,7 @@ func _add_player_piece(): 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 @@ -62,23 +85,24 @@ func _add_player_piece(): added_piece.emit() -func _move(v: Vector2i): +# returns TRUE if piece can move more, FALSE if end state +func _move(v: Vector2i) -> bool: assert(_player_piece != null, "Player piece must not be null") var new_player_position: Vector2i = _player_position + v # for each cell in the block, offset it by new position and check for collision - for pos: Vector2i in _player_piece.cell_grid: + 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 + return false if _is_grid_position_taken(pos): # if movement is vertical and blocked, then we're done if v.y != 0: end_round.emit() - return + return false # update player position _player_position = new_player_position @@ -86,19 +110,24 @@ func _move(v: Vector2i): _player_piece.position = _player_position * block_size # if any cell's at the bottom of the grid, we're done - for pos: Vector2i in _player_piece.cell_grid: + for pos: Vector2i in _player_piece.get_cell_grid(): pos += _player_position if (pos.y >= _grid_final_y_row - 1): end_round.emit() + return false + + return true + func _on_end_round(): + # disconnect player controls from current piece + var piece: Piece = _player_piece + _player_piece = null + # fill in collision grid with piece cells - for pos: Vector2i in _player_piece.cell_grid: + for pos: Vector2i in piece.get_cell_grid(): pos += _player_position _set_grid_position(pos, true) - - # disconnect player controls from current piece - _player_piece = null # now start a new round _on_turn_timer_timeout()