slide piece in realtime

master
Fabien Freling 2020-02-09 19:34:50 +01:00
parent 74de557b57
commit bcb8dfe26f
1 changed files with 104 additions and 11 deletions

View File

@ -10,6 +10,8 @@ export var width: int = 512
export var height: int = 512
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)
@ -21,6 +23,13 @@ var rng = RandomNumberGenerator.new()
var current_animation_path: String = "AnimationPlayer/MockPiece:position"
var swipe = Vector2(0, 0)
var is_sliding = false
var current_sliding_piece: Piece = null
var current_origin = Vector2.ZERO
var current_axis = Vector2.ZERO
var current_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))
@ -88,6 +97,9 @@ func _input(event):
GameState.State.GAME_OVER:
return
#
# Handle keyboard input
#
if event.is_action_pressed("ui_up"):
move_piece(Direction.DOWN)
if event.is_action_pressed("ui_down"):
@ -97,21 +109,102 @@ func _input(event):
if event.is_action_pressed("ui_right"):
move_piece(Direction.LEFT)
#
# Handle touch input
#
if event is InputEventScreenDrag:
# print("screen drag")
swipe = event.relative
if event is InputEventScreenTouch:
if not event.pressed: # Touch released
if not is_sliding:
is_sliding = true
current_slide = Vector2(0, 0)
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)
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_slide += swipe
if current_sliding_piece != null:
var delta = current_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
enum Direction { UP, DOWN, LEFT, RIGHT }
if event is InputEventScreenTouch:
# 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)
func debug_print_direction(direction: int):
match direction:
Direction.UP:
print("Direction UP")
Direction.DOWN:
print("Direction DOWN")
Direction.LEFT:
print("Direction LEFT")
Direction.RIGHT:
print("Direction RIGHT")
_:
assert(false)
func axis_for_direction(direction: int) -> Vector2:
match direction:
Direction.UP:
return Vector2.UP
Direction.DOWN:
return Vector2.DOWN
Direction.LEFT:
return Vector2.LEFT
Direction.RIGHT:
return Vector2.RIGHT
_:
assert(false)
return Vector2.ZERO
func direction_for_angle(angle: float) -> int:
if angle < PI / 4 and angle >= - PI / 4:
return Direction.RIGHT
if angle >= PI / 4 and angle < PI - PI / 4:
return Direction.DOWN
if angle >= - PI + PI / 4 and angle < - PI / 4:
return Direction.UP
if angle >= PI - PI / 4 or angle < -PI + PI / 4:
return Direction.LEFT
assert(false)
return Direction.DOWN
func sliding_piece_for_direction(direction) -> Piece:
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
if (destination.x < 0 || destination.x >= columns
|| 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