Improved collision and line removal

This commit is contained in:
karl 2021-11-21 12:52:19 +01:00
parent 2606a706bd
commit 8466b5c6dc

View File

@ -15,6 +15,9 @@ var active_shape: TetrisShape
const RASTER_SIZE = 64
const BOTTOM = RASTER_SIZE * 10
const SPAWN = -RASTER_SIZE * 7
const LEFT = -RASTER_SIZE * 5
const RIGHT = RASTER_SIZE * 5
func _ready():
@ -26,6 +29,7 @@ func _ready():
func get_random_shape():
var new_shape = shapes[randi() % shapes.size()].instance()
add_child(new_shape)
new_shape.position.y = SPAWN
return new_shape
@ -44,14 +48,32 @@ func move_active_down():
func can_active_move_down():
if active_shape.position.y >= BOTTOM:
return _can_active_move_towards(Vector2(0.0, RASTER_SIZE))
func can_active_move_left():
return _can_active_move_towards(Vector2(-RASTER_SIZE, 0.0))
func can_active_move_right():
return _can_active_move_towards(Vector2(RASTER_SIZE, 0.0))
func _can_active_move_towards(diff: Vector2):
for block in active_shape.get_blocks():
var new_x = block.global_position.x + diff.x
var new_y = block.global_position.y + diff.y
var global_bottom = to_global(Vector2(0.0, BOTTOM)).y
var global_left = to_global(Vector2(LEFT, 0.0)).x
var global_right = to_global(Vector2(RIGHT, 0.0)).x
if new_x <= global_left \
or new_x >= global_right \
or new_y >= global_bottom:
return false
for block in active_shape.get_blocks():
var down_x = block.global_position.x
var down_y = block.global_position.y + RASTER_SIZE
if is_block_at_position(down_x, down_y):
if is_block_at_position(new_x, new_y):
return false
return true
@ -70,11 +92,16 @@ func turn_active_into_static():
func check_for_full_line():
var line_counts = {} # Maps a y position to a count
# Count how many blocks we have in each line (with at least 1 block)
for block in $StaticBlocks.get_children():
if not line_counts.has(block.position.y):
line_counts[block.position.y] = 0
line_counts[block.position.y] += 1
# Remember which blocks we need to move down later (we can't apply this immediately because that
# would mess with comparisons to the line_counts
var pending_position_diffs = {}
for line_count_y in line_counts.keys():
if line_counts[line_count_y] == 10:
# Free this line
@ -82,17 +109,26 @@ func check_for_full_line():
if line_block.position.y == line_count_y:
line_block.free()
elif line_block.position.y < line_count_y:
# Move higher-up blocks down
line_block.position.y += RASTER_SIZE
# If this block is above the line currently being freed, remember to move down
# by one raster cell
if not pending_position_diffs.has(line_block):
pending_position_diffs[line_block] = 0
pending_position_diffs[line_block] += RASTER_SIZE
# Apply the pending downward movements, but only if the block hasn't been freed (because that
# line was above, but also full)
for block in pending_position_diffs.keys():
if is_instance_valid(block):
block.position.y += pending_position_diffs[block]
func move_left():
# TODO: Check for collision
if can_active_move_left():
active_shape.position.x -= RASTER_SIZE
func move_right():
# TODO: Check for collision
if can_active_move_right():
active_shape.position.x += RASTER_SIZE