195 lines
4.2 KiB
GDScript
195 lines
4.2 KiB
GDScript
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extends Control
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# Simple Tetris-like demo, (c) 2012 Juan Linietsky
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# Implemented by using a regular Control and drawing on it during the _draw() callback.
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# The drawing surface is updated only when changes happen (by calling update())
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# Member variables
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var score = 0
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var score_label = null
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const MAX_SHAPES = 7
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var block = preload("block.png")
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var block_colors = [
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Color(1, 0.5, 0.5),
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Color(0.5, 1, 0.5),
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Color(0.5, 0.5, 1),
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Color(0.8, 0.4, 0.8),
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Color(0.8, 0.8, 0.4),
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Color(0.4, 0.8, 0.8),
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Color(0.7, 0.7, 0.7)]
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var block_shapes = [
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[ Vector2(0, -1), Vector2(0, 0), Vector2(0, 1), Vector2(0, 2) ], # I
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[ Vector2(0, 0), Vector2(1, 0), Vector2(1, 1), Vector2(0, 1) ], # O
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[ Vector2(-1, 1), Vector2(0, 1), Vector2(0, 0), Vector2(1, 0) ], # S
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[ Vector2(1, 1), Vector2(0, 1), Vector2(0, 0), Vector2(-1, 0) ], # Z
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[ Vector2(-1, 1), Vector2(-1, 0), Vector2(0, 0), Vector2(1, 0) ], # L
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[ Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(-1, 0) ], # J
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[ Vector2(0, 1), Vector2(1, 0), Vector2(0, 0), Vector2(-1, 0) ]] # T
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var block_rotations = [
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Matrix32(Vector2(1, 0), Vector2(0, 1), Vector2()),
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Matrix32(Vector2(0, 1), Vector2(-1, 0), Vector2()),
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Matrix32(Vector2(-1, 0), Vector2(0, -1), Vector2()),
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Matrix32(Vector2(0, -1), Vector2(1, 0), Vector2())]
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var width = 0
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var height = 0
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var cells = {}
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var piece_active = false
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var piece_shape = 0
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var piece_pos = Vector2()
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var piece_rot = 0
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func piece_cell_xform(p, er = 0):
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var r = (4 + er + piece_rot) % 4
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return piece_pos + block_rotations[r].xform(p)
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func _draw():
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var sb = get_stylebox("bg", "Tree") # Use line edit bg
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draw_style_box(sb, Rect2(Vector2(), get_size()).grow(3))
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var bs = block.get_size()
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for y in range(height):
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for x in range(width):
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if (Vector2(x, y) in cells):
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draw_texture_rect(block, Rect2(Vector2(x, y)*bs, bs), false, block_colors[cells[Vector2(x, y)]])
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if (piece_active):
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for c in block_shapes[piece_shape]:
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draw_texture_rect(block, Rect2(piece_cell_xform(c)*bs, bs), false, block_colors[piece_shape])
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func piece_check_fit(ofs, er = 0):
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for c in block_shapes[piece_shape]:
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var pos = piece_cell_xform(c, er) + ofs
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if (pos.x < 0):
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return false
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if (pos.y < 0):
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return false
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if (pos.x >= width):
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return false
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if (pos.y >= height):
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return false
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if (pos in cells):
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return false
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return true
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func new_piece():
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piece_shape = randi() % MAX_SHAPES
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piece_pos = Vector2(width/2, 0)
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piece_active = true
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piece_rot = 0
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if (piece_shape == 0):
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piece_pos.y += 1
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if (not piece_check_fit(Vector2())):
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# Game over
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game_over()
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update()
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func test_collapse_rows():
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var accum_down = 0
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for i in range(height):
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var y = height - i - 1
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var collapse = true
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for x in range(width):
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if (Vector2(x, y) in cells):
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if (accum_down):
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cells[Vector2(x, y + accum_down)] = cells[Vector2(x, y)]
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else:
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collapse = false
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if (accum_down):
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cells.erase(Vector2(x, y + accum_down))
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if (collapse):
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accum_down += 1
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score += accum_down*100
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score_label.set_text(str(score))
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func game_over():
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piece_active = false
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get_node("gameover").set_text("Game over!")
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update()
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func restart_pressed():
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score = 0
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score_label.set_text("0")
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cells.clear()
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get_node("gameover").set_text("")
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piece_active = true
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get_node("../restart").release_focus()
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update()
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func piece_move_down():
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if (!piece_active):
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return
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if (piece_check_fit(Vector2(0, 1))):
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piece_pos.y += 1
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update()
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else:
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for c in block_shapes[piece_shape]:
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var pos = piece_cell_xform(c)
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cells[pos] = piece_shape
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test_collapse_rows()
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new_piece()
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func piece_rotate():
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var adv = 1
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if (not piece_check_fit(Vector2(), 1)):
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return
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piece_rot = (piece_rot + adv) % 4
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update()
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func _input(ie):
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if (not piece_active):
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return
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if (!ie.is_pressed()):
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return
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if (ie.is_action("move_left")):
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if (piece_check_fit(Vector2(-1, 0))):
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piece_pos.x -= 1
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update()
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elif (ie.is_action("move_right")):
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if (piece_check_fit(Vector2(1, 0))):
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piece_pos.x += 1
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update()
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elif (ie.is_action("move_down")):
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piece_move_down()
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elif (ie.is_action("rotate")):
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piece_rotate()
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func setup(w, h):
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width = w
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height = h
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set_size(Vector2(w, h)*block.get_size())
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new_piece()
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get_node("timer").start()
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func _ready():
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setup(10, 20)
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score_label = get_node("../score")
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set_process_input(true)
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