refactor keyboard handling

master
Fabien Freling 2020-02-13 13:51:14 +01:00
parent 197704b82b
commit 90a1fdd5ac
3 changed files with 97 additions and 76 deletions

View File

@ -19,3 +19,8 @@ func _ready() -> void:
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))
$ColorRect.material = mat
func debug_print(name: String):
print("%s order: %s" % [name, order])
print("%s taquin index: %s" % [name, taquin_index])
print("%s taquin position: %s" % [name, position])

View File

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

View File

@ -49,8 +49,8 @@ script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
rows = 5
columns = 5
rows = 3
columns = 3
difficulty = 0
[node name="Background" type="ColorRect" parent="."]