X-Git-Url: http://git.purplebirdman.com/catris.git/blobdiff_plain/6b83672611a4da4e879e16192b30df7640eb6e6f..35c13ea7b3cdfe2da392fbd9c5b0c7aac97f5d6f:/script/board.gd diff --git a/script/board.gd b/script/board.gd index 9f70dfa..f820e00 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 @@ -59,39 +60,46 @@ 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 + 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.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.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) + # 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() @@ -110,11 +118,3 @@ 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))