show sneak peek as hints

master
Fabien Freling 2020-05-24 17:14:51 +02:00
parent 774ad1b565
commit 80198db393
5 changed files with 85 additions and 45 deletions

View File

@ -63,6 +63,8 @@ text = "HINTS"
[node name="NewGamePanel" parent="." instance=ExtResource( 3 )]
[connection signal="state_changed" from="HSplitContainer/Taquin" to="." method="_on_Taquin_state_changed"]
[connection signal="pressed" from="HSplitContainer/VSplitContainer/New game" to="." method="_on_New_game_pressed"]
[connection signal="button_down" from="HSplitContainer/VSplitContainer/Hints" to="HSplitContainer/Taquin" method="_on_Hints_button_down"]
[connection signal="button_up" from="HSplitContainer/VSplitContainer/Hints" to="HSplitContainer/Taquin" method="_on_Hints_button_up"]
[connection signal="about_to_show" from="NewGamePanel" to="." method="_on_NewGamePanel_about_to_show"]
[connection signal="popup_hide" from="NewGamePanel" to="." method="_on_NewGamePanel_popup_hide"]
[connection signal="start_triggered" from="NewGamePanel" to="HSplitContainer/Taquin" method="_on_NewGamePanel_start_triggered"]

View File

@ -5,8 +5,14 @@ extends Node2D
export var size: int = 160
var order: int = 0
var taquin_position := Vector2.ZERO
var taquin_index := Vector2.ZERO
var taquin_original_index := Vector2.ZERO
var taquin_original_position := Vector2.ZERO
var taquin_current_index := Vector2.ZERO # place inside the taquin as indices (i, j)
var taquin_current_position := Vector2.ZERO # place inside the taquin as coordinates (x, y)
# position inside the original taquin as normalized coordinates (x, y) (domain: [0, 1])
# used for offsetting the texture on pieces
var taquin_original_normalized_position := Vector2.ZERO
var piece_scale := Vector2(0.25, 0.25)
func _ready() -> void:
@ -17,7 +23,7 @@ func _ready() -> void:
# otherwise uniforms will be shared.
var mat = $ColorRect.material.duplicate() as ShaderMaterial
mat.set_shader_param("scale", Vector3(piece_scale.x, piece_scale.y, 1.0))
mat.set_shader_param("offset", Vector3(taquin_position.x, taquin_position.y, 0.0))
mat.set_shader_param("offset", Vector3(taquin_original_normalized_position.x, taquin_original_normalized_position.y, 0.0))
mat.set_shader_param("reflection", false)
$ColorRect.material = mat
@ -27,5 +33,5 @@ func set_reflection(value: bool) -> void:
func debug_print(name: String):
print("%s order: %s" % [name, order])
print("%s taquin index: %s" % [name, taquin_index])
print("%s taquin index: %s" % [name, taquin_current_index])
print("%s taquin position: %s" % [name, position])

View File

@ -251,14 +251,13 @@ shader_param/offset = Vector3( 0, 0, 0 )
[node name="Piece" type="Node2D"]
script = ExtResource( 1 )
size = 64
[node name="ColorRect" type="ColorRect" parent="."]
material = SubResource( 16 )
anchor_right = 1.0
anchor_bottom = 1.0
margin_right = 64.0
margin_bottom = 64.0
margin_right = 160.0
margin_bottom = 160.0
__meta__ = {
"_edit_use_anchors_": false
}

View File

@ -23,8 +23,7 @@ export var columns: int = 4
export var difficulty: int = 10
export(State) var current_state = State.MAIN
var width: int
var height: int
var board_size := Vector2.ZERO
var interpiece := 4
var min_padding := 15
var padding := Vector2(min_padding, min_padding)
@ -48,18 +47,22 @@ var current_touch_slide := Vector2.ZERO
var local_min_position := Vector2.ZERO
var local_max_position := Vector2.ZERO
var _hint_active := false
onready var hint_tween = $HintTween
func position_for_index(index: Vector2, size: int) -> Vector2:
return padding + Vector2(index.x * (size + interpiece), index.y * (size + interpiece))
func compute_piece_size() -> int:
var w_size: int = (width - (2 * min_padding) - ((columns - 1) * interpiece)) / columns
var h_size: int = (height - (2 * min_padding) - ((rows - 1) * interpiece)) / rows
var w_size: int = (board_size.x - (2 * min_padding) - ((columns - 1) * interpiece)) / columns
var h_size: int = (board_size.y - (2 * min_padding) - ((rows - 1) * interpiece)) / rows
return int(min(w_size, h_size))
func compute_padding(piece_size: int) -> Vector2:
var p = Vector2(0, 0)
p.x = width - columns * piece_size - (columns - 1) * interpiece
p.y = height - rows * piece_size - (rows - 1) * interpiece
p.x = board_size.x - columns * piece_size - (columns - 1) * interpiece
p.y = board_size.y - rows * piece_size - (rows - 1) * interpiece
p = p / Vector2(2, 2)
return p
@ -68,11 +71,10 @@ func _ready() -> void:
$AnimationPlayer/MockPiece.visible = false
$Particles2D.emitting = false
width = min(rect_size.x, rect_size.y)
height = width
board_size.x = min(rect_size.x, rect_size.y)
board_size.y = board_size.x
$Background.rect_size.x = width
$Background.rect_size.y = height
$Background.rect_size = board_size
$Background.rect_position = (rect_size - $Background.rect_size) / 2
$Background.set_anchors_preset(Control.PRESET_CENTER)
@ -84,6 +86,8 @@ func _input(event):
if $AnimationPlayer.is_playing():
# Disable input during animation
return
if _hint_active or hint_tween.is_active():
return
match current_state:
# If we are in the winning animation, fast-forward to game over screen
@ -185,7 +189,7 @@ func direction_for_angle(angle: float) -> int:
return Direction.DOWN
func sliding_piece_for_direction(direction) -> Piece:
var destination: Vector2 = missing_piece.taquin_index
var destination: Vector2 = missing_piece.taquin_current_index
match direction:
Direction.UP:
destination.y += 1
@ -241,8 +245,8 @@ func commit_slide(audio: bool, check_solved: bool):
assert(current_sliding_piece != null)
assert(current_origin != Vector2.ZERO)
var x_delta = missing_piece.taquin_index.x - current_sliding_piece.taquin_index.x
var y_delta = missing_piece.taquin_index.y - current_sliding_piece.taquin_index.y
var x_delta = missing_piece.taquin_current_index.x - current_sliding_piece.taquin_current_index.x
var y_delta = missing_piece.taquin_current_index.y - current_sliding_piece.taquin_current_index.y
assert(abs(x_delta) + abs(y_delta) == 1)
swap_pieces(missing_piece, current_sliding_piece)
@ -262,13 +266,13 @@ func reset_slide():
current_origin = Vector2.ZERO
func reset_position(p: Piece):
p.position = position_for_index(p.taquin_index, p.size)
p.position = position_for_index(p.taquin_current_index, p.size)
func swap_pieces(a: Piece, b: Piece) -> void:
var a_index := a.taquin_index
a.taquin_index = b.taquin_index
pieces[b.taquin_index.x][b.taquin_index.y] = a
b.taquin_index = a_index
var a_index := a.taquin_current_index
a.taquin_current_index = b.taquin_current_index
pieces[b.taquin_current_index.x][b.taquin_current_index.y] = a
b.taquin_current_index = a_index
pieces[a_index.x][a_index.y] = b
func shuffle(count: int, speed: float) -> void:
@ -307,8 +311,8 @@ func ensure_validity() -> void:
for c in range(columns):
for r in range(rows):
var piece = pieces[c][r]
assert(piece.taquin_index.x == c)
assert(piece.taquin_index.y == r)
assert(piece.taquin_current_index.x == c)
assert(piece.taquin_current_index.y == r)
func set_pieces_reflection(value: bool) -> void:
for c in range(columns):
@ -365,34 +369,30 @@ func init(pieces_order: Array, hidden_piece: int) -> void:
if pieces.size() > 0:
for c in range(pieces.size()):
for r in range(pieces[c].size()):
var piece: Piece = pieces[c][r].queue_free()
pieces[c][r].queue_free()
pieces.clear()
for c in range(columns):
var pieces_row: Array = []
for r in range(rows):
var piece = Piece.instance()
# Uniforms
piece.size = piece_size
piece.piece_scale = Vector2((float(piece_size) / width), (float(piece_size) / height))
piece.piece_scale = Vector2(piece_size, piece_size) / board_size
# order start from top-left (1) and iterate over every row
# eg. 1 2 3
# 4 5 6
# 7 8 9
piece.order = pieces_order[c + r * columns]
# print("piece at ", c, ", ", r, " -> order: ", piece.order)
# place inside the taquin as indices (i, j)
piece.taquin_index = Vector2(c, r)
# place inside the taquin as coordinates (x, y)
piece.position = position_for_index(piece.taquin_index, piece.size)
piece.taquin_original_index = Vector2((piece.order - 1) % columns, (piece.order - 1) / columns)
piece.taquin_original_position = position_for_index(piece.taquin_original_index, piece.size)
piece.taquin_current_index = Vector2(c, r)
piece.taquin_current_position = position_for_index(piece.taquin_current_index, piece.size)
piece.taquin_original_normalized_position = piece.taquin_original_position / board_size
# position inside the original taquin as normalized coordinates (x, y) (domain: [0, 1])
# used for offsetting the texture on pieces
var original_index = Vector2((piece.order - 1) % columns, (piece.order - 1) / columns)
var original_position = position_for_index(original_index, piece.size)
piece.taquin_position = Vector2(float(original_position.x) / width, float(original_position.y) / height)
piece.position = piece.taquin_current_position
if piece.order == hidden_piece:
piece.visible = false
@ -402,6 +402,7 @@ func init(pieces_order: Array, hidden_piece: int) -> void:
pieces_row.append(piece)
pieces.append(pieces_row)
assert(missing_piece != null)
func new_game(difficulty_mode: String) -> void:
print_debug("difficulty mode: ", difficulty_mode)
@ -431,6 +432,30 @@ func new_game(difficulty_mode: String) -> void:
init(pieces_order, hidden_piece)
shuffle(difficulty, 0.0)
#
# Hints
#
func show_hints() -> void:
_hint_active = true
hint_tween.remove_all()
for c in range(columns):
for r in range(rows):
var piece: Piece = pieces[c][r]
if piece.taquin_current_index != piece.taquin_original_index:
piece.taquin_current_position = piece.position
hint_tween.interpolate_property(piece, "position", piece.position, piece.taquin_original_position, 1.0)
hint_tween.start()
func discard_hints() -> void:
hint_tween.remove_all()
for c in range(columns):
for r in range(rows):
var piece: Piece = pieces[c][r]
if piece.taquin_current_index != piece.taquin_original_index:
hint_tween.interpolate_property(piece, "position", piece.position, piece.taquin_current_position, 1.0)
hint_tween.start()
_hint_active = false
#
# Signals
#
@ -445,3 +470,10 @@ func _on_AnimationPlayer_animation_finished(anim_name):
func _on_NewGamePanel_start_triggered(preferences):
var difficulty_mode = preferences.get_value("game", "difficulty", "normal")
new_game(difficulty_mode)
func _on_Hints_button_down():
show_hints()
func _on_Hints_button_up():
discard_hints()

View File

@ -60,10 +60,10 @@ anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
margin_left = -512.0
margin_left = -300.0
margin_top = -300.0
margin_right = -512.0
margin_bottom = -300.0
margin_right = 300.0
margin_bottom = 300.0
color = Color( 0.12549, 0.235294, 0.337255, 1 )
__meta__ = {
"_edit_use_anchors_": false
@ -75,7 +75,6 @@ anims/MovingPiece = SubResource( 1 )
[node name="MockPiece" parent="AnimationPlayer" instance=ExtResource( 2 )]
visible = false
position = Vector2( 15, 15 )
size = 160
[node name="PlaceholderTexture" type="ColorRect" parent="AnimationPlayer/MockPiece"]
margin_right = 160.0
@ -100,5 +99,7 @@ one_shot = true
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
stream = ExtResource( 3 )
[node name="HintTween" type="Tween" parent="."]
[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]