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extends Node2D
const TETROMINO_POOL = [
preload("res://tetromino_bar.tscn"),
preload("res://tetromino_cube.tscn"),
preload("res://tetromino_t.tscn"),
preload("res://tetromino_s.tscn"),
preload("res://tetromino_z.tscn"),
preload("res://tetromino_j.tscn"),
preload("res://tetromino_l.tscn"),
]
const INPUT_BUFFER_TRHESHOLD := 0.1
var INPUT_BUFFER_MAP: Dictionary[String, float] = {
#"ui_up": INPUT_BUFFER_TRHESHOLD,
"ui_left": INPUT_BUFFER_TRHESHOLD,
"ui_right": INPUT_BUFFER_TRHESHOLD,
"ui_down": INPUT_BUFFER_TRHESHOLD,
}
signal tetromino_reached_bottom
signal game_over
@export var score_threshold: int
var grid: Dictionary[Vector2i, TetrominoSegment]
var grid_bounds: Rect2i
var current_tetromino: Tetromino
var next_tetromino: Tetromino: set = set_next_tetromino
var score: int
func _ready() -> void:
grid_bounds = get_grid_bounds()
next_tetromino = TETROMINO_POOL.pick_random().instantiate()
_on_tick_timer_timeout()
game_over.connect(_on_game_over)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_up"):
rotate_current_tetromino(1.0)
func _process(delta: float) -> void:
if Input.is_action_pressed("ui_left") and INPUT_BUFFER_MAP["ui_left"] > INPUT_BUFFER_TRHESHOLD:
move_current_tetromino(Vector2i.LEFT)
INPUT_BUFFER_MAP["ui_left"] = 0.0
if Input.is_action_pressed("ui_right") and INPUT_BUFFER_MAP["ui_right"] > INPUT_BUFFER_TRHESHOLD:
move_current_tetromino(Vector2i.RIGHT)
INPUT_BUFFER_MAP["ui_right"] = 0.0
if Input.is_action_pressed("ui_down") and INPUT_BUFFER_MAP["ui_down"] > INPUT_BUFFER_TRHESHOLD:
move_current_tetromino(Vector2i.DOWN)
INPUT_BUFFER_MAP["ui_down"] = 0.0
for key in INPUT_BUFFER_MAP.keys():
INPUT_BUFFER_MAP[key] += delta
if OS.is_debug_build():
if current_tetromino:
%Debug.text = "P: %s" % current_tetromino.current_grid_position
%Debug.text += "\nPS: %s" % " ".join(current_tetromino.get_grid_occupations())
else:
%Debug.text = ""
func set_next_tetromino(value: Tetromino) -> void:
next_tetromino = value
%NextTetromino.texture = load("%s.png" % next_tetromino.name)
func spawn_tetromino() -> Tetromino:
var tetromino: Tetromino = next_tetromino
tetromino.init($Grid, $Grid.local_to_map($SpawnPosition.global_position))
return tetromino
func set_current_tetromino_to_grid() -> void:
var grid_segments := current_tetromino.get_grid_segments()
var mapped: Dictionary[int, Variant]
for grid_position: Vector2i in grid_segments.keys():
if grid.get(grid_position, null) != null:
game_over.emit()
break
grid.set(grid_position, grid_segments.get(grid_position))
mapped.set(grid_position.y, true)
$ProjectionSegments.visible = false
clear_rows(mapped.keys())
current_tetromino = null
func clear_rows(rows_to_check: Array[int] = []) -> void:
if rows_to_check.is_empty():
rows_to_check.assign(range(grid_bounds.size.y))
var filled_rows: Array[int]
for y in rows_to_check:
var row_is_filled := true
for x in range(grid_bounds.size.x):
row_is_filled = row_is_filled and grid.get(Vector2i(x, y), null)
if not row_is_filled:
break
if row_is_filled:
filled_rows.append(y)
# no rows filled? return
if filled_rows.size() == 0:
return
# sort rows
filled_rows.sort()
$TickTimer.paused = true
# animate
var tween = create_tween().set_parallel()
for y in filled_rows:
for x in range(grid_bounds.size.x):
var segment: TetrominoSegment = grid.get(Vector2i(x, y))
var previous_modulate := segment.modulate
tween.tween_property(segment, "modulate", Color(10, 10, 10, 1), 0.3)
tween.tween_property(segment, "modulate", previous_modulate, 0.3).set_delay(0.3)
tween.tween_property(segment, "modulate", Color(10, 10, 10, 1), 0.3).set_delay(0.6)
tween.tween_property(segment, "modulate", previous_modulate, 0.3).set_delay(0.9)
await tween.finished
# remove segments
for y in filled_rows:
for x in range(grid_bounds.size.x):
grid.get(Vector2i(x, y)).queue_free()
grid.set(Vector2i(x, y), null)
# shift rows down
for y in filled_rows:
for n in range(y - 1, 0, -1):
for x in range(grid_bounds.size.x):
var segment: TetrominoSegment = grid.get(Vector2i(x, n), null)
grid.set(Vector2i(x, n + 1), segment)
grid.set(Vector2i(x, n), null)
if is_instance_valid(segment):
segment.global_position.y += $Grid.tile_set.tile_size.y
# increase score and game speed
score += int(100 * pow(filled_rows.size(), 2))
%Score.text = str(score)
$TickTimer.wait_time = 1.0 - (score / float(score_threshold))
$TickTimer.paused = false
func rotate_current_tetromino(direction: float) -> void:
if not current_tetromino:
return
for grid_position in current_tetromino.get_grid_occupations(Vector2.ZERO, direction):
if grid.get(grid_position, null) or not grid_bounds.has_point(grid_position):
return
current_tetromino.do_rotation(direction)
update_projection()
func move_current_tetromino(direction: Vector2i) -> void:
if not current_tetromino:
return
for grid_position in current_tetromino.get_grid_occupations(direction):
if direction == Vector2i.DOWN:
if grid.get(grid_position, null) or grid_position.y >= grid_bounds.size.y:
set_current_tetromino_to_grid()
tetromino_reached_bottom.emit()
return
elif grid.get(grid_position, null) or not grid_bounds.has_point(grid_position):
return
current_tetromino.current_grid_position += direction
update_projection()
func advance_current_tetromino() -> void:
move_current_tetromino(Vector2i.DOWN)
func update_projection() -> void:
var current_segments := current_tetromino.get_grid_occupations()
current_segments.sort_custom(func (a: Vector2i, b: Vector2i):
return a.y < b.y
)
var highest_segment: int = current_segments[0].y
var lowest_segment: int = current_segments[3].y
var colliding_segment: int = lowest_segment
var colliding_row := grid_bounds.size.y
var is_colliding := false
for y in range(grid_bounds.size.y - highest_segment):
for segment in current_segments:
if grid.get(Vector2i(segment.x, segment.y + y), null):
colliding_row = segment.y + y
colliding_segment = segment.y
is_colliding = true
break
elif segment.y + y >= grid_bounds.size.y:
is_colliding = true
break
if is_colliding:
break
var projection_segments := $ProjectionSegments.get_children()
for index in current_segments.size():
var segment := current_segments[index]
var difference := colliding_segment - segment.y
projection_segments[index].global_position = Vector2(
segment.x,
colliding_row - 1 - difference
) * Vector2($Grid.tile_set.tile_size) + $Grid.position
$ProjectionSegments.visible = true
func get_grid_bounds() -> Rect2i:
return Rect2i(
#Vector2i($Area.global_position - ($Area.shape.size / 2.0)) / $Grid.tile_set.tile_size,
Vector2.ZERO,
Vector2i($Area.shape.size) / $Grid.tile_set.tile_size
)
func _on_tick_timer_timeout() -> void:
if current_tetromino:
advance_current_tetromino()
else:
current_tetromino = spawn_tetromino()
add_child(current_tetromino)
update_projection()
next_tetromino = TETROMINO_POOL.pick_random().instantiate()
func _on_game_over() -> void:
get_tree().quit()
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