334 lines
9.4 KiB
GDScript
334 lines
9.4 KiB
GDScript
tool
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class_name Taquin
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extends Control
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signal state_changed(previous, new)
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enum Direction { UP, DOWN, LEFT, RIGHT }
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enum State {
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MAIN,
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WINNING,
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GAME_OVER,
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}
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const _state_transitions = {
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State.MAIN : [ State.WINNING ],
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State.WINNING : [ State.GAME_OVER ],
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State.GAME_OVER : [ State.MAIN ]
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}
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const Piece = preload("res://src/Piece.tscn")
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export var rows: int = 4
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export var columns: int = 4
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export var width: int = 512
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export var height: int = 512
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export var difficulty: int = 10
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export(State) var current_state = State.MAIN
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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 rng := RandomNumberGenerator.new()
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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 minimum_slide_length := 5.0
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var current_sliding_piece: Piece = null
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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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func compute_piece_size() -> int:
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var w_size: int = (width - (2 * min_padding) - ((columns - 1) * interpiece)) / columns
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var h_size: int = (height - (2 * min_padding) - ((rows - 1) * interpiece)) / rows
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return int(min(w_size, h_size))
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func compute_padding(piece_size: int) -> Vector2:
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var p = Vector2(0, 0)
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p.x = width - columns * piece_size - (columns - 1) * interpiece
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p.y = height - rows * piece_size - (rows - 1) * interpiece
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p = p / Vector2(2, 2)
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return p
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func _ready() -> void:
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$AnimationPlayer/MockPiece.visible = false
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$Particles2D.emitting = false
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$Background.rect_size.x = width
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$Background.rect_size.y = height
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rng.randomize()
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var piece_size: int = compute_piece_size()
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padding = compute_padding(piece_size)
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print("piece size: ", piece_size)
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print("padding: ", padding)
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for c in range(columns):
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var pieces_row: Array = []
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for r in range(rows):
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var piece = Piece.instance()
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piece.size = piece_size
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piece.position = position_for_index(Vector2(c, r), piece.size)
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piece.order = 1 + c + r * columns
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piece.taquin_index = Vector2(c, r)
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piece.piece_scale = Vector2((float(piece_size) / width), (float(piece_size) / height))
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piece.taquin_position = Vector2(float(piece.position.x) / width, float(piece.position.y) / height)
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if r == rows - 1 && c == columns - 1:
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piece.visible = false
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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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pieces.append(pieces_row)
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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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match current_state:
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# If we are in the winning animation, fast-forward to game over screen
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State.WINNING:
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transition_to(State.GAME_OVER)
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return
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State.GAME_OVER:
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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.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.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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swipe = event.relative
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# We check that the slide to have a minimum length
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# before detecting the direction to avoid jittering.
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if swipe.length() > minimum_slide_length and not is_sliding:
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print("sliding started")
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is_sliding = true
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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_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_touch_slide += swipe
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if current_sliding_piece != null:
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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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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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commit_slide()
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else:
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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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Direction.UP:
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print("Direction ⬆️ UP")
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Direction.DOWN:
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print("Direction ⬇️ DOWN")
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Direction.LEFT:
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print("Direction ⬅️ LEFT")
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Direction.RIGHT:
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print("Direction ➡️ RIGHT")
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_:
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assert(false)
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func axis_for_direction(direction: int) -> Vector2:
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match direction:
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Direction.UP:
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return Vector2.UP
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Direction.DOWN:
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return Vector2.DOWN
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Direction.LEFT:
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return Vector2.LEFT
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Direction.RIGHT:
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return Vector2.RIGHT
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_:
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assert(false)
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return Vector2.ZERO
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func direction_for_angle(angle: float) -> int:
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if angle < PI / 4 and angle >= - PI / 4:
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return Direction.RIGHT
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if angle >= PI / 4 and angle < PI - PI / 4:
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return Direction.DOWN
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if angle >= - PI + PI / 4 and angle < - PI / 4:
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return Direction.UP
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if angle >= PI - PI / 4 or angle < -PI + PI / 4:
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return Direction.LEFT
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assert(false)
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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.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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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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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 null
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var piece = pieces[destination.x][destination.y]
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current_origin = piece.position
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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_animation: Animation = $AnimationPlayer.get_animation("MovingPiece")
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assert(moving_piece_animation != null)
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assert(moving_piece_animation.get_track_count() > 0)
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var moving_piece_track_index: int = moving_piece_animation.find_track(current_animation_path)
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assert(moving_piece_track_index != -1)
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var new_animation_path: String = str($AnimationPlayer.get_parent().get_path_to(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, 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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$AnimationPlayer.play("MovingPiece")
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func commit_slide():
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assert(current_sliding_piece != null)
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assert(current_origin != Vector2.ZERO)
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var x_delta = missing_piece.taquin_index.x - current_sliding_piece.taquin_index.x
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var y_delta = missing_piece.taquin_index.y - current_sliding_piece.taquin_index.y
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assert(abs(x_delta) + abs(y_delta) == 1)
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swap_pieces(missing_piece, current_sliding_piece)
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reset_position(missing_piece)
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$AudioStreamPlayer.play()
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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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count -= 1
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var direction = rng.randi_range(Direction.UP, Direction.RIGHT)
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move_piece(direction)
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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].order != 1 + c + r * columns:
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return false
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transition_to(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 current_state_name() -> String:
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return State.keys()[current_state]
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func transition_to(state):
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if current_state == state:
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return
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assert(state in _state_transitions[current_state])
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var previous_state = current_state
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current_state = state
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match current_state:
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State.WINNING:
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$Particles2D.emitting = true
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$Timer.start(-1)
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State.GAME_OVER:
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$Particles2D.emitting = false
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$Timer.stop()
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emit_signal("state_changed", previous_state, current_state)
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func _on_Timer_timeout():
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transition_to(State.GAME_OVER)
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func _on_AnimationPlayer_animation_finished(anim_name):
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match anim_name:
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"MovingPiece":
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commit_slide()
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update()
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check_solved()
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func _on_NewGamePanel_start_triggered(config):
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pass # Replace with function body.
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