snap pieces to grid
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@ -122,5 +122,5 @@ __meta__ = {
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[node name="GameState" type="Node" parent="."]
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script = ExtResource( 3 )
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[connection signal="state_changed" from="GameState" to="HSplitContainer/Taquin" method="_on_GameState_state_changed"]
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[connection signal="state_changed" from="GameState" to="." method="_on_GameState_state_changed"]
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[connection signal="state_changed" from="GameState" to="HSplitContainer/Taquin" method="_on_GameState_state_changed"]
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@ -5,7 +5,8 @@ class_name Piece
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export var size: int = 160
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var number: int = 0
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var taquin_position = Vector2(0, 0)
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var taquin_position = Vector2.ZERO
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var taquin_index = Vector2.ZERO
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var piece_scale = Vector2(0.25, 0.25)
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func _ready() -> void:
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@ -26,6 +26,7 @@ var swipe = Vector2(0, 0)
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var is_sliding = false
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var current_sliding_piece: Piece = null
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var current_origin = Vector2.ZERO
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var current_goal = Vector2.ZERO
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var current_axis = Vector2.ZERO
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var current_slide = Vector2.ZERO
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var local_min_position = Vector2.ZERO
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@ -40,11 +41,11 @@ func compute_piece_size() -> int:
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return int(min(w_size, h_size))
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func compute_padding(piece_size: int) -> Vector2:
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var padding = Vector2(0, 0)
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padding.x = width - columns * piece_size - (columns - 1) * interpiece
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padding.y = height - rows * piece_size - (rows - 1) * interpiece
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padding = padding / Vector2(2, 2)
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return padding
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var p = Vector2(0, 0)
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p.x = width - columns * piece_size - (columns - 1) * interpiece
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p.y = height - rows * piece_size - (rows - 1) * interpiece
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p = p / Vector2(2, 2)
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return p
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func _ready() -> void:
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$AnimationPlayer/MockPiece.visible = false
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@ -67,6 +68,7 @@ func _ready() -> void:
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piece.size = piece_size
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piece.position = position_for_index(Vector2(c, r), piece.size)
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piece.number = 1 + c + r * columns
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piece.taquin_index = Vector2(c, r)
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piece.piece_scale = Vector2((float(piece_size) / width), (float(piece_size) / height))
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piece.taquin_position = Vector2(float(piece.position.x) / width, float(piece.position.y) / height)
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@ -128,6 +130,7 @@ func _input(event):
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var local_end_position = current_axis * (current_sliding_piece.size + interpiece)
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local_min_position = Vector2(min(0, local_end_position.x), min(0, local_end_position.y))
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local_max_position = Vector2(max(0, local_end_position.x), max(0, local_end_position.y))
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current_goal = current_sliding_piece.position + local_end_position
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current_slide += swipe
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if current_sliding_piece != null:
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var delta = current_slide.project(current_axis)
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@ -139,26 +142,26 @@ func _input(event):
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# print("screen touch")
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if not event.pressed: # Touch released
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is_sliding = false
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# var angle = swipe.angle()
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# if angle < PI / 4 and angle >= - PI / 4:
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# move_piece(Direction.LEFT)
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# if angle >= PI / 4 and angle < PI - PI / 4:
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# move_piece(Direction.UP)
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# if angle >= - PI + PI / 4 and angle < - PI / 4:
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# move_piece(Direction.DOWN)
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# if angle >= PI - PI / 4 or angle < -PI + PI / 4:
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# move_piece(Direction.RIGHT)
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if current_sliding_piece != null:
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var current_position = current_sliding_piece.position
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if current_position.distance_to(current_origin) > current_position.distance_to(current_goal):
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current_sliding_piece.position = current_goal
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var origin_taquin_position = current_sliding_piece.taquin_index
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swap(missing_piece, origin_taquin_position)
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missing_piece = origin_taquin_position
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else:
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current_sliding_piece.position = current_origin
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func debug_print_direction(direction: int):
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match direction:
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Direction.UP:
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print("Direction UP")
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print("Direction ⬆️ UP")
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Direction.DOWN:
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print("Direction DOWN")
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print("Direction ⬇️ DOWN")
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Direction.LEFT:
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print("Direction LEFT")
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print("Direction ⬅️ LEFT")
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Direction.RIGHT:
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print("Direction RIGHT")
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print("Direction ➡️ RIGHT")
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_:
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assert(false)
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@ -202,7 +205,7 @@ func sliding_piece_for_direction(direction) -> Piece:
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if (destination.x < 0 || destination.x >= columns
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|| destination.y < 0 || destination.y >= rows):
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print("impossible move")
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print("\/!\\ Impossible move")
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return null
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return pieces[destination.x][destination.y]
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@ -255,7 +258,9 @@ func move_piece(direction) -> bool:
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func swap(src: Vector2, dst: Vector2) -> void:
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var tmp: Piece = pieces[src.x][src.y]
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pieces[src.x][src.y] = pieces[dst.x][dst.y]
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pieces[src.x][src.y].taquin_index = src
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pieces[dst.x][dst.y] = tmp
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tmp.taquin_position = dst
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# pieces[src.x][src.y].position = position_for_index(src, tmp.size)
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# pieces[dst.x][dst.y].position = position_for_index(dst, tmp.size)
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