refactor keyboard handling
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197704b82b
commit
90a1fdd5ac
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@ -19,3 +19,8 @@ func _ready() -> void:
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mat.set_shader_param("scale", Vector3(piece_scale.x, piece_scale.y, 1.0))
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mat.set_shader_param("offset", Vector3(taquin_position.x, taquin_position.y, 0.0))
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$ColorRect.material = mat
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func debug_print(name: String):
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print("%s order: %s" % [name, order])
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print("%s taquin index: %s" % [name, taquin_index])
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print("%s taquin position: %s" % [name, position])
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@ -12,25 +12,27 @@ export var difficulty: int = 10
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enum Direction { UP, DOWN, LEFT, RIGHT }
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var interpiece: int = 4
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var min_padding = 15
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var padding = Vector2(min_padding, min_padding)
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var interpiece := 4
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var min_padding := 15
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var padding := Vector2(min_padding, min_padding)
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var pieces: Array = []
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var missing_piece: Vector2
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var rng = RandomNumberGenerator.new()
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var rng := RandomNumberGenerator.new()
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var current_animation_path: String = "AnimationPlayer/MockPiece:position"
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var current_animation_path := "AnimationPlayer/MockPiece:position"
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var swipe := Vector2(0, 0)
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var is_sliding := false
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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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var local_max_position = Vector2.ZERO
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var missing_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_touch_slide := Vector2.ZERO
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var local_min_position := Vector2.ZERO
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var local_max_position := Vector2.ZERO
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func position_for_index(index: Vector2, size: int) -> Vector2:
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return padding + Vector2(index.x * (size + interpiece), index.y * (size + interpiece))
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@ -74,8 +76,7 @@ func _ready() -> void:
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if r == rows - 1 && c == columns - 1:
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piece.visible = false
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missing_piece.x = c
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missing_piece.y = r
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missing_piece = piece
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$Background.add_child(piece)
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pieces_row.append(piece)
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@ -84,12 +85,8 @@ func _ready() -> void:
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shuffle(difficulty)
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func _input(event):
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if $AnimationPlayer.is_playing():
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# Disable input during animation
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return
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var game_state = get_node("/root/Main/GameState") as GameState
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func _process(delta):
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var game_state = get_node_or_null("/root/Main/GameState") as GameState
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if game_state != null:
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match game_state.current_state:
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# If we are in the winning animation, fast-forward to game over screen
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@ -99,58 +96,59 @@ func _input(event):
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GameState.State.GAME_OVER:
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return
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func _input(event):
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if $AnimationPlayer.is_playing():
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# Disable input during animation
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return
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#
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# Handle keyboard input
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#
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if event.is_action_pressed("ui_up"):
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move_piece(Direction.DOWN)
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if event.is_action_pressed("ui_down"):
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move_piece(Direction.UP)
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if event.is_action_pressed("ui_down"):
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move_piece(Direction.DOWN)
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if event.is_action_pressed("ui_left"):
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move_piece(Direction.RIGHT)
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if event.is_action_pressed("ui_right"):
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move_piece(Direction.LEFT)
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if event.is_action_pressed("ui_right"):
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move_piece(Direction.RIGHT)
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#
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# Handle touch input
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#
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if event is InputEventScreenDrag:
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# print("screen drag")
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swipe = event.relative
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if not is_sliding:
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is_sliding = true
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current_slide = Vector2(0, 0)
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current_touch_slide = Vector2.ZERO
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var angle = swipe.angle()
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var direction = direction_for_angle(angle)
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debug_print_direction(direction)
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current_sliding_piece = sliding_piece_for_direction(direction)
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if current_sliding_piece != null:
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current_origin = current_sliding_piece.position
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current_axis = axis_for_direction(direction)
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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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current_touch_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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var delta = current_touch_slide.project(current_axis)
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delta.x = clamp(delta.x, local_min_position.x, local_max_position.x)
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delta.y = clamp(delta.y, local_min_position.y, local_max_position.y)
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current_sliding_piece.position = current_origin + delta
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if event is InputEventScreenTouch:
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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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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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commit_slide()
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else:
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current_sliding_piece.position = current_origin
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reset_position(current_sliding_piece)
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reset_slide()
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func debug_print_direction(direction: int):
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match direction:
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@ -192,7 +190,7 @@ func direction_for_angle(angle: float) -> int:
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return Direction.DOWN
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func sliding_piece_for_direction(direction) -> Piece:
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var destination: Vector2 = missing_piece
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var destination: Vector2 = missing_piece.taquin_index
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match direction:
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Direction.UP:
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destination.y += 1
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@ -207,26 +205,18 @@ func sliding_piece_for_direction(direction) -> Piece:
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|| destination.y < 0 || destination.y >= rows):
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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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func move_piece(direction) -> bool:
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var destination: Vector2 = missing_piece
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match direction:
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Direction.UP:
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destination.y -= 1
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Direction.DOWN:
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destination.y += 1
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Direction.LEFT:
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destination.x -= 1
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Direction.RIGHT:
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destination.x += 1
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var piece = pieces[destination.x][destination.y]
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current_origin = piece.position
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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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return false
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return piece
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func move_piece(direction) -> void:
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current_sliding_piece = sliding_piece_for_direction(direction)
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if current_sliding_piece == null:
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reset_slide()
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return
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var moving_piece: Piece = pieces[destination.x][destination.y]
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var moving_piece_animation: Animation = $AnimationPlayer.get_animation("MovingPiece")
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assert(moving_piece_animation != null)
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@ -236,33 +226,47 @@ func move_piece(direction) -> bool:
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assert(moving_piece_track_index != -1)
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var new_animation_path: String = str($AnimationPlayer.get_parent().get_path_to(moving_piece), ":position")
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var new_animation_path: String = str($AnimationPlayer.get_parent().get_path_to(current_sliding_piece), ":position")
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moving_piece_animation.track_set_path(moving_piece_track_index, new_animation_path)
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current_animation_path = new_animation_path
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moving_piece_animation.track_set_key_value(moving_piece_track_index, 0, position_for_index(destination, moving_piece.size))
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moving_piece_animation.track_set_key_value(moving_piece_track_index, 1, position_for_index(missing_piece, moving_piece.size))
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moving_piece_animation.track_set_key_value(moving_piece_track_index, 0, current_sliding_piece.position)
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moving_piece_animation.track_set_key_value(moving_piece_track_index, 1, missing_piece.position)
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$AnimationPlayer.play("MovingPiece")
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swap(missing_piece, destination)
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missing_piece = destination
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commit_slide()
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update()
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if check_solved():
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var game_state = get_node("/root/Main/GameState") as GameState
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if game_state != null:
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game_state.transition_to(GameState.State.WINNING)
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return true
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check_solved()
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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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func commit_slide():
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assert(current_sliding_piece != null)
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assert(current_origin != Vector2.ZERO)
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var x_delta = missing_piece.taquin_index.x - current_sliding_piece.taquin_index.x
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var y_delta = missing_piece.taquin_index.y - current_sliding_piece.taquin_index.y
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assert(abs(x_delta) + abs(y_delta) == 1)
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swap_pieces(missing_piece, current_sliding_piece)
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reset_position(missing_piece)
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ensure_validity()
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reset_slide()
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check_solved()
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func reset_slide():
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current_sliding_piece = null
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current_origin = Vector2.ZERO
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func reset_position(p: Piece):
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p.position = position_for_index(p.taquin_index, p.size)
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func swap_pieces(a: Piece, b: Piece) -> void:
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var a_index := a.taquin_index
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a.taquin_index = b.taquin_index
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pieces[b.taquin_index.x][b.taquin_index.y] = a
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b.taquin_index = a_index
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pieces[a_index.x][a_index.y] = b
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func shuffle(count: int) -> void:
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while count > 0:
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@ -273,10 +277,22 @@ func shuffle(count: int) -> void:
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func check_solved() -> bool:
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for c in range(columns):
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for r in range(rows):
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if pieces[c][r].number != 1 + c + r * columns:
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if pieces[c][r].order != 1 + c + r * columns:
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return false
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var game_state = get_node_or_null("/root/Main/GameState") as GameState
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if game_state != null:
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game_state.transition_to(GameState.State.WINNING)
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return true
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func ensure_validity() -> void:
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for c in range(columns):
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for r in range(rows):
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var piece = pieces[c][r]
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assert(piece.taquin_index.x == c)
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assert(piece.taquin_index.y == r)
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func _on_GameState_state_changed(previous, current):
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match current:
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GameState.State.WINNING:
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@ -49,8 +49,8 @@ script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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rows = 5
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columns = 5
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rows = 3
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columns = 3
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difficulty = 0
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[node name="Background" type="ColorRect" parent="."]
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