This commit is contained in:
Exobyt 2024-09-20 22:46:27 +02:00
parent 5643fee9d3
commit 99d5016ac2
9 changed files with 171 additions and 149 deletions

View file

@ -38,18 +38,49 @@ func _physics_process(delta: float) -> void:
elif Input.is_action_just_pressed("right"):
if not isRightColliding():
global_position.x += GLOBAL.GRID
if Input.is_action_pressed("down"):
velocity = get_gravity() * delta * GLOBAL.SPEED.MAX
else:
velocity = get_gravity() * delta * GLOBAL.currentSpeed
else:
if stopped and not isBottomColliding():
position.y += GLOBAL.GRID
snapPosition()
if Input.is_action_pressed("down") and isCurrent():
velocity = get_gravity() * delta * GLOBAL.SPEED.MAX
else:
velocity = get_gravity() * delta * GLOBAL.currentSpeed
#if isBottomColliding():
#print(global_position)
#print(global_position.snapped(Vector2(64,64)))
#print(global_position.snapped(Vector2(64,64)) - Vector2(32,32))
#print(int((global_position.snapped(Vector2(64,64)) - Vector2(32,32)).y))
#print(int((global_position.snapped(Vector2(64,64)) - Vector2(32,32)).x))
#print(int(global_position.x-32) % GLOBAL.GRID)
#print(int(global_position.y-32) % GLOBAL.GRID)
#print(name + ": " + str(not isBottomColliding() and not isCurrent()))
#print(global_position)
#print(int(global_position.x-32) % GLOBAL.GRID)
#print(int(global_position.y-32) % GLOBAL.GRID)
#if isBottomColliding():
#
#if not int(global_position.x-32) % GLOBAL.GRID == 0:
#global_position.x = global_position.snapped(Vector2(64,64)).x -32
#if not int(global_position.y-32) % GLOBAL.GRID == 0:
#global_position.y = global_position.snapped(Vector2(64,64)).y -32
#global_position = global_position.snapped(Vector2(64,64))
#position.y += GLOBAL.GRID
if is_on_floor():
position = position.snapped(Vector2(32,32))
#if is_on_floor():
#position = position.snapped(Vector2(32,32))
#if not is_on_floor() and not isCurrent() and not isBottomColliding():
#position += Vector2(0,64)
#print(not isBottomColliding())
#if stopped and not isBottomColliding():
#position += Vector2(0,64)
if isCurrent() and not expanding and not GLOBAL.blockStopped:
move_and_slide()
else:
velocity = Vector2.ZERO
func expandBlocks():
@ -77,10 +108,10 @@ func expandBlocks():
position.x += GLOBAL.GRID
if isCollidingBorder():
position.y -= GLOBAL.GRID
for i in partsContainer.get_children():
if i != null:
i.removeOverlapp()
#print(i)
i.removeOverlapp()
#splitParts()
func addParts():
@ -96,31 +127,11 @@ func addParts():
look = 3
newPart.init(i.position,look)
func splitParts():
for i in $PartsContainer.get_children():
var newBlock = load(block1x1).instantiate()
get_parent().add_child(newBlock)
newBlock.init(i.global_position, expand)
newBlock.setColor(modulate)
queue_free()
func setColor(color):
modulate = color
func init(pos, scaler=null):
if scaler != null:
if scaler:
expand = scaler
#$AnimationPlayer.play("Expand")
scale = Vector2(2,2)
addParts()
id = GLOBAL.getNewID()
GLOBAL.currentID = id
snapPosition()
global_position = pos
if offset:
snapPosition()
func setNewID():
id = GLOBAL.getNewID()
@ -129,7 +140,11 @@ func isCurrent():
return GLOBAL.currentID == id
func snapPosition(): #x :bool, y: bool
position = position.snapped(Vector2(64,64))
if not offset and not expand:
global_position = global_position.snapped(Vector2(64,64)) - Vector2(32,32)
else:
global_position = global_position.snapped(Vector2(64,64))
#position = position.snapped(Vector2(64,64))
func rotateBlock(direction):
match direction:
@ -232,7 +247,41 @@ func _on_animation_player_animation_finished(anim_name: StringName) -> void:
func _on_coyote_timer_timeout() -> void:
if isBottomColliding():
snapPosition()
stopped = true
GLOBAL.blockStopped = true
if expand:
expandBlocks()
func init(pos):
if expand and stopped:
#$AnimationPlayer.play("Expand")
scale = Vector2(2,2)
addParts()
id = GLOBAL.getNewID()
GLOBAL.currentID = id
snapPosition()
global_position = pos
if offset:
snapPosition()
func splitParts():
for i in $PartsContainer.get_children():
var newBlock = load(block1x1).instantiate()
get_parent().add_child(newBlock)
newBlock.clone(expand, type, stopped)
newBlock.init(i.global_position)
newBlock.setColor(modulate)
queue_free()
func clone(newExpand=false, newType=GLOBAL.BLOCKTYPES.LIGHT, newStopped=false):
expand = newExpand
stopped = newStopped
type = newType
#if not expand and type == GLOBAL.BLOCKTYPES.HEAVY:
#look = 1
#elif expand and not type == GLOBAL.BLOCKTYPES.HEAVY:
#look = 2
#elif expand and type == GLOBAL.BLOCKTYPES.HEAVY:
#look = 3

View file

@ -1,4 +1,4 @@
extends Node2D
extends Area2D
@onready var spriteBlock = $Sprites/Block
@onready var spriteSpecialBlock = $Sprites/SpecialBlock
@ -27,15 +27,32 @@ func isOverlapping() -> bool:
func removeOverlapp():
var blocksSplit = []
for i in get_children():
if is_instance_of(i,RayCast2D):
i.force_raycast_update()
var collider = i.get_collider()
if collider != null and collider.get_parent().get_parent().id != GLOBAL.currentID:
blocksSplit.append(i.get_collider().get_parent().get_parent())
collider.free()
var removeBlock = []
for i in $Area2D.get_overlapping_areas():
if i.is_in_group("Part") and i.get_parent().get_parent().id != GLOBAL.currentID:
print(i)
var block = i.get_parent().get_parent()
blocksSplit.append(block)
i.free()
#if GLOBAL.currentMode == GLOBAL.MODES.TIME:
#GLOBAL.time += block.type
#if block.expand:
#GLOBAL.points += block.type * 2
#else:
#GLOBAL.points += block.type
for j in blocksSplit:
j.splitParts()
#for i in get_children():
#if is_instance_of(i,RayCast2D):
#i.force_raycast_update()
#var collider = i.get_collider()
#if collider != null and collider.get_parent().get_parent().id != GLOBAL.currentID:
#blocksSplit.append(i.get_collider().get_parent().get_parent())
#collider.free()
#for j in blocksSplit:
#j.splitParts()
func init(pos, look=0):
position = pos

View file

@ -9,35 +9,11 @@
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ix7xn"]
size = Vector2(48, 48)
[node name="Part" type="StaticBody2D"]
collision_layer = 24
collision_mask = 24
[node name="Part" type="Area2D" groups=["Part"]]
collision_layer = 8
collision_mask = 16
script = ExtResource("1_hlmu7")
[node name="Overlap Test" type="RayCast2D" parent="."]
position = Vector2(-16, -16)
target_position = Vector2(8, 0)
collision_mask = 24
hit_from_inside = true
[node name="Overlap Test2" type="RayCast2D" parent="."]
position = Vector2(-16, 16)
target_position = Vector2(8, 0)
collision_mask = 24
hit_from_inside = true
[node name="Overlap Test3" type="RayCast2D" parent="."]
position = Vector2(16, -16)
target_position = Vector2(-8, 0)
collision_mask = 24
hit_from_inside = true
[node name="Overlap Test4" type="RayCast2D" parent="."]
position = Vector2(16, 16)
target_position = Vector2(-8, 0)
collision_mask = 24
hit_from_inside = true
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_ix7xn")
@ -84,3 +60,10 @@ position = Vector2(-32, 0)
target_position = Vector2(0, 0)
collision_mask = 3
hit_from_inside = true
[node name="Area2D" type="Area2D" parent="."]
collision_layer = 16
collision_mask = 8
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource("RectangleShape2D_ix7xn")