taqin/game/src/Taquin.gd

195 lines
5.8 KiB
GDScript

tool
extends Control
class_name Taquin
var Piece = preload("res://src/Piece.tscn")
export var rows: int = 4
export var columns: int = 4
export var width: int = 512
export var height: int = 512
export var difficulty: int = 10
var interpiece: int = 4
var min_padding = 15
var padding = Vector2(min_padding, min_padding)
var pieces: Array = []
var missing_piece: Vector2
var rng = RandomNumberGenerator.new()
var current_animation_path: String = "AnimationPlayer/MockPiece:position"
var swipe = Vector2(0, 0)
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
return int(min(w_size, h_size))
func compute_padding(piece_size: int) -> Vector2:
var padding = Vector2(0, 0)
padding.x = width - columns * piece_size - (columns - 1) * interpiece
padding.y = height - rows * piece_size - (rows - 1) * interpiece
padding = padding / Vector2(2, 2)
return padding
func _ready() -> void:
$AnimationPlayer/MockPiece.visible = false
$Particles2D.emitting = false
$Background.rect_size.x = width
$Background.rect_size.y = height
rng.randomize()
var piece_size: int = compute_piece_size()
padding = compute_padding(piece_size)
print("piece size: ", piece_size)
print("padding: ", padding)
for c in range(columns):
var pieces_row: Array = []
for r in range(rows):
var piece = Piece.instance()
piece.size = piece_size
piece.position = position_for_index(Vector2(c, r), piece.size)
piece.number = 1 + c + r * columns
piece.piece_scale = Vector2((float(piece_size) / width), (float(piece_size) / height))
piece.taquin_position = Vector2(float(piece.position.x) / width, float(piece.position.y) / height)
if r == rows - 1 && c == columns - 1:
piece.visible = false
missing_piece.x = c
missing_piece.y = r
$Background.add_child(piece)
pieces_row.append(piece)
pieces.append(pieces_row)
shuffle(difficulty)
func _input(event):
if $AnimationPlayer.is_playing():
# Disable input during animation
return
var game_state = get_node("/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
GameState.State.WINNING:
game_state.transition_to(GameState.State.GAME_OVER)
return
GameState.State.GAME_OVER:
return
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_left"):
move_piece(Direction.RIGHT)
if event.is_action_pressed("ui_right"):
move_piece(Direction.LEFT)
if event is InputEventScreenDrag:
swipe = event.relative
if event is InputEventScreenTouch:
if not event.pressed: # Touch released
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)
enum Direction { UP, DOWN, LEFT, RIGHT }
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
if (destination.x < 0 || destination.x >= columns
|| destination.y < 0 || destination.y >= rows):
print("impossible move")
return false
var moving_piece: Piece = pieces[destination.x][destination.y]
var moving_piece_animation: Animation = $AnimationPlayer.get_animation("MovingPiece")
assert(moving_piece_animation != null)
assert(moving_piece_animation.get_track_count() > 0)
var moving_piece_track_index: int = moving_piece_animation.find_track(current_animation_path)
assert(moving_piece_track_index != -1)
var new_animation_path: String = str($AnimationPlayer.get_parent().get_path_to(moving_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))
$AnimationPlayer.play("MovingPiece")
swap(missing_piece, destination)
missing_piece = destination
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
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[dst.x][dst.y] = tmp
# 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 shuffle(count: int) -> void:
while count > 0:
count -= 1
var direction = rng.randi_range(Direction.UP, Direction.RIGHT)
move_piece(direction)
func check_solved() -> bool:
for c in range(columns):
for r in range(rows):
if pieces[c][r].number != 1 + c + r * columns:
return false
return true
func _on_GameState_state_changed(previous, current):
match current:
GameState.State.WINNING:
$Particles2D.emitting = true
$Timer.start(-1)
GameState.State.GAME_OVER:
$Particles2D.emitting = false
$Timer.stop()
func _on_Timer_timeout():
var game_state = get_node("/root/Main/GameState") as GameState
if game_state != null:
game_state.transition_to(GameState.State.GAME_OVER)