262 lines
7.3 KiB
GDScript3
262 lines
7.3 KiB
GDScript3
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extends Node2D
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enum {wait, move}
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var state
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export (int) var width
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export (int) var height
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export (int) var offset
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export (int) var y_offset
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onready var x_start = ((OS.window_size.x / 2.0) - ((width/2.0) * offset ) + (offset / 2))
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onready var y_start = ((OS.window_size.y / 2.0) + ((height/2.0) * offset ) - (offset / 2))
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export (PoolVector2Array) var empty_spaces
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onready var possible_dots = [
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preload("res://Scenes/Dots/blue_dot.tscn"),
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preload("res://Scenes/Dots/green_dot.tscn"),
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preload("res://Scenes/Dots/pink_dot.tscn"),
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preload("res://Scenes/Dots/red_dot.tscn"),
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preload("res://Scenes/Dots/yellow_dot.tscn"),
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]
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var destroy_timer = Timer.new()
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var collapse_timer = Timer.new()
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var refill_timer = Timer.new()
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var all_dots = []
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var dot_one = null
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var dot_two = null
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var last_place = Vector2(0,0)
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var last_direction = Vector2(0,0)
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var move_checked = false
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var first_touch = Vector2(0,0)
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var final_touch = Vector2(0,0)
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var controlling = false
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func _ready():
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state = move
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setup_timers()
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randomize()
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all_dots = make_2d_array()
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spawn_dots()
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func setup_timers():
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destroy_timer.connect("timeout",self,"destroy_matches")
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destroy_timer.set_one_shot(true)
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destroy_timer.set_wait_time(0.2)
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add_child(destroy_timer)
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collapse_timer.connect("timeout",self,"collapse_columns")
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collapse_timer.set_one_shot(true)
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collapse_timer.set_wait_time(0.2)
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add_child(collapse_timer)
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refill_timer.connect("timeout",self,"refill_columns")
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refill_timer.set_one_shot(true)
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refill_timer.set_wait_time(0.2)
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add_child(refill_timer)
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func restricted_fill(place):
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if is_in_array(empty_spaces, place):
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return true
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return false
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func is_in_array(array, item):
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for i in array.size():
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if array[i] == item:
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return true
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return false
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func make_2d_array():
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var array = []
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for i in width:
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array.append([])
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for j in height:
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array[i].append(null)
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return array
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func spawn_dots():
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for i in width:
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for j in height:
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if !restricted_fill(Vector2(i, j)):
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var rand = floor(rand_range(0, possible_dots.size()))
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var dot = possible_dots[rand].instance()
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var loops = 0
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while (match_at(i, j, dot.color) && loops < 100):
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rand = floor(rand_range(0,possible_dots.size()))
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loops += 1
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dot = possible_dots[rand].instance()
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add_child(dot)
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dot.position = grid_to_pixel(i, j)
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all_dots[i][j] = dot
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func match_at(i, j, color):
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if i > 1:
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if all_dots[i - 1][j] != null && all_dots[i - 2][j] != null:
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if all_dots[i - 1][j].color == color && all_dots[i - 2][j].color == color:
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return true
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if j > 1:
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if all_dots[i][j - 1] != null && all_dots[i][j - 2] != null:
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if all_dots[i][j - 1].color == color && all_dots[i][j - 2].color == color:
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return true
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pass
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func grid_to_pixel(column, row):
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var new_x = x_start + offset * column
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var new_y = y_start + -offset * row
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return Vector2(new_x, new_y)
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func pixel_to_grid(pixel_x,pixel_y):
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var new_x = round((pixel_x - x_start) / offset)
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var new_y = round((pixel_y - y_start) / -offset)
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return Vector2(new_x, new_y)
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pass
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func is_in_grid(grid_position):
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if grid_position.x >= 0 && grid_position.x < width:
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if grid_position.y >= 0 && grid_position.y < height:
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return true
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return false
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func touch_input():
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if Input.is_action_just_pressed("ui_touch"):
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if is_in_grid(pixel_to_grid(get_global_mouse_position().x,get_global_mouse_position().y)):
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first_touch = pixel_to_grid(get_global_mouse_position().x,get_global_mouse_position().y)
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controlling = true
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if Input.is_action_just_released("ui_touch"):
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if is_in_grid(pixel_to_grid(get_global_mouse_position().x,get_global_mouse_position().y)) && controlling:
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controlling = false
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final_touch = pixel_to_grid(get_global_mouse_position().x,get_global_mouse_position().y )
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touch_difference(first_touch, final_touch)
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func swap_dots(column, row, direction):
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var first_dot = all_dots[column][row]
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var other_dot = all_dots[column + direction.x][row + direction.y]
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if first_dot != null && other_dot != null:
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store_info(first_dot, other_dot, Vector2(column, row), direction)
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state = wait
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all_dots[column][row] = other_dot
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all_dots[column + direction.x][row + direction.y] = first_dot
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first_dot.move(grid_to_pixel(column + direction.x, row + direction.y))
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other_dot.move(grid_to_pixel(column, row))
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if !move_checked:
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find_matches()
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func store_info(first_dot, other_dot, place, direciton):
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dot_one = first_dot
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dot_two = other_dot
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last_place = place
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last_direction = direciton
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pass
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func swap_back():
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if dot_one != null && dot_two != null:
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swap_dots(last_place.x, last_place.y, last_direction)
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state = move
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move_checked = false
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func touch_difference(grid_1, grid_2):
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var difference = grid_2 - grid_1
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if abs(difference.x) > abs(difference.y):
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if difference.x > 0:
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swap_dots(grid_1.x, grid_1.y, Vector2(1, 0))
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elif difference.x < 0:
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swap_dots(grid_1.x, grid_1.y, Vector2(-1, 0))
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elif abs(difference.y) > abs(difference.x):
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if difference.y > 0:
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swap_dots(grid_1.x, grid_1.y, Vector2(0, 1))
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elif difference.y < 0:
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swap_dots(grid_1.x, grid_1.y, Vector2(0, -1))
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func _process(_delta):
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if state == move:
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touch_input()
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func find_matches():
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for i in width:
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for j in height:
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if all_dots[i][j] != null:
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var current_color = all_dots[i][j].color
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if i > 0 && i < width -1:
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if !is_piece_null(i - 1, j) && !is_piece_null(i + 1, j):
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if all_dots[i - 1][j].color == current_color && all_dots[i + 1][j].color == current_color:
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match_and_dim(all_dots[i - 1][j])
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match_and_dim(all_dots[i][j])
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match_and_dim(all_dots[i + 1][j])
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if j > 0 && j < height -1:
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if !is_piece_null(i, j - 1) && !is_piece_null(i, j + 1):
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if all_dots[i][j - 1].color == current_color && all_dots[i][j + 1].color == current_color:
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match_and_dim(all_dots[i][j - 1])
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match_and_dim(all_dots[i][j])
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match_and_dim(all_dots[i][j + 1])
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destroy_timer.start()
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func is_piece_null(column, row):
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if all_dots[column][row] == null:
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return true
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return false
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func match_and_dim(item):
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item.matched = true
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item.dim()
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func destroy_matches():
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var was_matched = false
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for i in width:
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for j in height:
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if all_dots[i][j] != null:
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if all_dots[i][j].matched:
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was_matched = true
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all_dots[i][j].queue_free()
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all_dots[i][j] = null
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move_checked = true
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if was_matched:
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collapse_timer.start()
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else:
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swap_back()
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func collapse_columns():
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for i in width:
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for j in height:
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if all_dots[i][j] == null && !restricted_fill(Vector2(i,j)):
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for k in range(j + 1, height):
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if all_dots[i][k] != null:
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all_dots[i][k].move(grid_to_pixel(i, j))
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all_dots[i][j] = all_dots[i][k]
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all_dots[i][k] = null
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break
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refill_timer.start()
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func refill_columns():
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for i in width:
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for j in height:
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if all_dots[i][j] == null && !restricted_fill(Vector2(i,j)):
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var rand = floor(rand_range(0, possible_dots.size()))
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var dot = possible_dots[rand].instance()
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var loops = 0
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while (match_at(i, j, dot.color) && loops < 100):
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rand = floor(rand_range(0,possible_dots.size()))
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loops += 1
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dot = possible_dots[rand].instance()
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add_child(dot)
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dot.position = grid_to_pixel(i, j - y_offset)
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dot.move(grid_to_pixel(i,j))
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all_dots[i][j] = dot
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after_refill()
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func after_refill():
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for i in width:
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for j in height:
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if all_dots[i][j] != null:
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if match_at(i, j, all_dots[i][j].color):
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find_matches()
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destroy_timer.start()
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return
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state = move
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move_checked = false
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