X-Git-Url: http://git.purplebirdman.com/catris.git/blobdiff_plain/6b83672611a4da4e879e16192b30df7640eb6e6f..337edaab89f707658130d1a332cc169180fe9f67:/script/board.gd diff --git a/script/board.gd b/script/board.gd index 9f70dfa..bc05616 100644 --- a/script/board.gd +++ b/script/board.gd @@ -3,6 +3,7 @@ class_name Board signal added_piece +signal end_round @export var block_size: int = 20 @@ -15,6 +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") @@ -38,11 +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(): @@ -51,7 +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 @@ -59,38 +83,51 @@ 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 +# 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") - 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 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 false + # update player position _player_position = new_player_position if _player_piece: _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.get_cell_grid(): + pos += _player_position + if (pos.y >= _grid_final_y_row - 1): + end_round.emit() + return false - # if at the bottom of the grid, we're done - if (_player_position.y == _grid_final_y_row - 1): - _end_round() + return true + -func _end_round(): +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 - _set_grid_position(_player_position, true) + for pos: Vector2i in piece.get_cell_grid(): + pos += _player_position + _set_grid_position(pos, true) # now start a new round _on_turn_timer_timeout() @@ -110,11 +147,3 @@ 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))