match-3-game/project/Scripts/Grid.gd

262 lines
7.3 KiB
GDScript

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