snap pieces to grid

master
Fabien Freling 2020-02-12 14:00:47 +01:00
parent bcb8dfe26f
commit 0f8ddd4d71
3 changed files with 27 additions and 21 deletions

View File

@ -122,5 +122,5 @@ __meta__ = {
[node name="GameState" type="Node" parent="."]
script = ExtResource( 3 )
[connection signal="state_changed" from="GameState" to="HSplitContainer/Taquin" method="_on_GameState_state_changed"]
[connection signal="state_changed" from="GameState" to="." method="_on_GameState_state_changed"]
[connection signal="state_changed" from="GameState" to="HSplitContainer/Taquin" method="_on_GameState_state_changed"]

View File

@ -5,7 +5,8 @@ class_name Piece
export var size: int = 160
var number: int = 0
var taquin_position = Vector2(0, 0)
var taquin_position = Vector2.ZERO
var taquin_index = Vector2.ZERO
var piece_scale = Vector2(0.25, 0.25)
func _ready() -> void:

View File

@ -26,6 +26,7 @@ var swipe = Vector2(0, 0)
var is_sliding = false
var current_sliding_piece: Piece = null
var current_origin = Vector2.ZERO
var current_goal = Vector2.ZERO
var current_axis = Vector2.ZERO
var current_slide = Vector2.ZERO
var local_min_position = Vector2.ZERO
@ -40,11 +41,11 @@ func compute_piece_size() -> int:
return int(min(w_size, h_size))
func compute_padding(piece_size: int) -> Vector2:
var padding = Vector2(0, 0)
padding.x = width - columns * piece_size - (columns - 1) * interpiece
padding.y = height - rows * piece_size - (rows - 1) * interpiece
padding = padding / Vector2(2, 2)
return padding
var p = Vector2(0, 0)
p.x = width - columns * piece_size - (columns - 1) * interpiece
p.y = height - rows * piece_size - (rows - 1) * interpiece
p = p / Vector2(2, 2)
return p
func _ready() -> void:
$AnimationPlayer/MockPiece.visible = false
@ -67,6 +68,7 @@ func _ready() -> void:
piece.size = piece_size
piece.position = position_for_index(Vector2(c, r), piece.size)
piece.number = 1 + c + r * columns
piece.taquin_index = Vector2(c, r)
piece.piece_scale = Vector2((float(piece_size) / width), (float(piece_size) / height))
piece.taquin_position = Vector2(float(piece.position.x) / width, float(piece.position.y) / height)
@ -128,6 +130,7 @@ func _input(event):
var local_end_position = current_axis * (current_sliding_piece.size + interpiece)
local_min_position = Vector2(min(0, local_end_position.x), min(0, local_end_position.y))
local_max_position = Vector2(max(0, local_end_position.x), max(0, local_end_position.y))
current_goal = current_sliding_piece.position + local_end_position
current_slide += swipe
if current_sliding_piece != null:
var delta = current_slide.project(current_axis)
@ -139,26 +142,26 @@ func _input(event):
# print("screen touch")
if not event.pressed: # Touch released
is_sliding = false
# var angle = swipe.angle()
# if angle < PI / 4 and angle >= - PI / 4:
# move_piece(Direction.LEFT)
# if angle >= PI / 4 and angle < PI - PI / 4:
# move_piece(Direction.UP)
# if angle >= - PI + PI / 4 and angle < - PI / 4:
# move_piece(Direction.DOWN)
# if angle >= PI - PI / 4 or angle < -PI + PI / 4:
# move_piece(Direction.RIGHT)
if current_sliding_piece != null:
var current_position = current_sliding_piece.position
if current_position.distance_to(current_origin) > current_position.distance_to(current_goal):
current_sliding_piece.position = current_goal
var origin_taquin_position = current_sliding_piece.taquin_index
swap(missing_piece, origin_taquin_position)
missing_piece = origin_taquin_position
else:
current_sliding_piece.position = current_origin
func debug_print_direction(direction: int):
match direction:
Direction.UP:
print("Direction UP")
print("Direction ⬆️ UP")
Direction.DOWN:
print("Direction DOWN")
print("Direction ⬇️ DOWN")
Direction.LEFT:
print("Direction LEFT")
print("Direction ⬅️ LEFT")
Direction.RIGHT:
print("Direction RIGHT")
print("Direction ➡️ RIGHT")
_:
assert(false)
@ -202,7 +205,7 @@ func sliding_piece_for_direction(direction) -> Piece:
if (destination.x < 0 || destination.x >= columns
|| destination.y < 0 || destination.y >= rows):
print("impossible move")
print("\/!\\ Impossible move")
return null
return pieces[destination.x][destination.y]
@ -255,7 +258,9 @@ func move_piece(direction) -> bool:
func swap(src: Vector2, dst: Vector2) -> void:
var tmp: Piece = pieces[src.x][src.y]
pieces[src.x][src.y] = pieces[dst.x][dst.y]
pieces[src.x][src.y].taquin_index = src
pieces[dst.x][dst.y] = tmp
tmp.taquin_position = dst
# pieces[src.x][src.y].position = position_for_index(src, tmp.size)
# pieces[dst.x][dst.y].position = position_for_index(dst, tmp.size)