Fixed Bugs; Added Mobile Support

This commit is contained in:
Exobyt 2024-08-20 12:17:01 +02:00
parent 956b719e62
commit fdfb6a7d39
35 changed files with 709 additions and 150 deletions

View file

@ -5,6 +5,10 @@ extends Node2D
@onready var tickerTimer = $Ticker
@onready var patterns = $Patterns
@onready var turnTickTimer = $TurnTick
@onready var loseArea = $LoseArea
@onready var gameTimer = $GameTimer
@onready var coyoteTimer = $CoyoteTimer
var nextBlocks = []
@ -16,6 +20,7 @@ var blockSpeed = 0.5
var stopped = false
func spawnBlock() -> void:
var block = nextBlocks[0]
GLOBAL.currentBlock = block
@ -31,18 +36,18 @@ func _ready() -> void:
func _physics_process(delta: float) -> void:
#for i in $Borders.get_children():
#for j in i.get_overlapping_areas():
#if j.is_in_group("Block"):
#if j.get_parent().UID == GLOBAL.currentUID:
#for s in getBlockGroupsList()[j.get_parent().UID]:
#s.queue_free()
#else:
#j.get_parent().queue_free()
#for i in getBlockGroupsList():
#if i != GLOBAL.currentUID:
#moveUidGroup(GLOBAL.Direction.BOTTOM, i)
for i in getBlockGroupsList():
if i != GLOBAL.currentUID:
moveUidGroup(GLOBAL.Direction.BOTTOM, i)
var blockGroups = getBlockGroupsList()
#if Input.is_action_pressed("down"):
if Input.is_action_pressed("down") and not stopped and not Input.is_action_just_released("down"):
if not tickerTimer.is_stopped():
blockSpeed = GLOBAL.maxSpeed
else:
if not tickerTimer.is_stopped():
blockSpeed = GLOBAL.minSpeed
if Input.is_action_just_pressed("rotate_right") and not stopped:
if blockGroups.has(GLOBAL.currentUID):
for i in blockGroups[GLOBAL.currentUID]:
@ -54,7 +59,6 @@ func _physics_process(delta: float) -> void:
print(5*delta)
turnTickTimer.start(9*delta)
if Input.is_action_just_pressed("rotate_left") and not stopped:
if blockGroups.has(GLOBAL.currentUID):
for i in blockGroups[GLOBAL.currentUID]:
@ -181,8 +185,11 @@ func getNewPatterns():
newPatterns.append(load(GLOBAL.BLOCKSPATTERS[i]).instantiate())
newPatterns.shuffle()
newPatterns[0].type = GLOBAL.BLOCKTYPES.HEAVY
newPatterns.shuffle()
newPatterns[0].expand = true
newPatterns.shuffle()
for i in newPatterns:
i.expand = true
patternsArray.append_array(newPatterns)
func turnBlocks():
@ -202,60 +209,92 @@ func _on_turn_tick_timeout() -> void:
func _on_ticker_timeout() -> void:
stopped = true
if getBlockedDirection(GLOBAL.Direction.BOTTOM, GLOBAL.currentUID):
coyoteTimer.start(0.1)
if currentPattern.expand:
if currentPattern.get_scale() != Vector2(2,2):
for i in getBlockGroupsList()[GLOBAL.currentUID]:
if i.turningPoint:
currentPattern.set_scale(Vector2(2,2))
currentPattern.moveToPosition(i.global_position-spawnpoint.position - Vector2(64,64*4))
if await currentPattern.getCollidingBorder() != []:
currentPattern.position.y -= 64
for i in range(1,8):
if await currentPattern.getCollidingBorder() == []:
break
currentPattern.position.x -= 64
currentPattern.position.x = 0
for i in range(1,8):
if await currentPattern.getCollidingBorder() == []:
break
currentPattern.position.x += 64
#if await currentPattern.getCollidingBorder() != []:
#currentPattern.position.y += 64
#if await currentPattern.getCollidingBorder() != []:
#currentPattern.position.x -= 64
for i in getBlockGroupsList()[GLOBAL.currentUID].size():
getBlockGroupsList()[GLOBAL.currentUID][i].global_position = currentPattern.getPositions()[i].global_position - Vector2(GLOBAL.GRID, GLOBAL.GRID)
getBlockGroupsList()[GLOBAL.currentUID][i].set_scale(Vector2(2,2))
for i in await currentPattern.getCollidingBlocks():
i.queue_free()
#for i in blocks.get_children():
#if i.get_scale() != Vector2(2,2):
#i.set_scale(Vector2(2,2))
#i.move(-64,-64)
#var turningPointBlock
#for g in currentPattern.getPositions().size():
#if not getBlockGroupsList()[GLOBAL.currentUID][g].turningPoint:
#getBlockGroupsList()[GLOBAL.currentUID][g].global_position = currentPattern.getPositions()[g].global_position- Vector2(32,32)
#else:
#turningPointBlock = getBlockGroupsList()[GLOBAL.currentUID][g]
#for g in currentPattern.getPositions():
#if g.turningPoint:
#turningPointBlock.global_position = g.global_position- Vector2(32,32)
#if i.turningPoint:
#currentPattern.global_position = i.global_position- Vector2(32,32)
for i in $RowTests.get_children():
if i.isCompleted():
for j in i.getRow():
splitOphansUID(j.UID)
GLOBAL.points += j.type
j.queue_free()
PlacePattern()
for i in getBlockGroupsList():
moveUidGroup(GLOBAL.Direction.BOTTOM, i)
tickerTimer.start(blockSpeed)
stopped = false
func _on_game_timer_timeout() -> void:
if GLOBAL.time + 1 > 0:
GLOBAL.time += 1
#else:
#GLOBAL.lose()
gameTimer.start(1)
func _on_coyote_timer_timeout() -> void:
for i in $RowTests.get_children():
for j in getBlockGroupsList():
if j != GLOBAL.currentUID:
moveUidGroup(GLOBAL.Direction.BOTTOM, i)
stopped = true
if loseArea.get_overlapping_areas() != []:
GLOBAL.lose()
if currentPattern.expand:
if currentPattern.get_scale() != Vector2(2,2):
for i in getBlockGroupsList()[GLOBAL.currentUID]:
if i.turningPoint:
currentPattern.set_scale(Vector2(2,2))
currentPattern.moveToPosition(i.global_position-spawnpoint.position - Vector2(64,64*4))
#if await currentPattern.getCollidingBorder() != []:
for i in await currentPattern.getCollidingBorder():
if i.is_in_group("Floor"):
currentPattern.position.y -= 64
elif i.is_in_group("LeftBorder"):
for j in range(1,8):
if await currentPattern.getCollidingBorder() == []:
break
currentPattern.position.x += 64
elif i.is_in_group("RightBorder"):
for j in range(1,8):
if await currentPattern.getCollidingBorder() == []:
break
currentPattern.position.x -= 64
#for i in range(1,8):
#print(await currentPattern.getCollidingBorder())
#if await currentPattern.getCollidingBorder() == []:
#break
#currentPattern.position.x -= 64
#currentPattern.position.x = 0
#for i in range(1,8):
#if await currentPattern.getCollidingBorder() == []:
#break
#currentPattern.position.x += 64
#if await currentPattern.getCollidingBorder() != []:
#currentPattern.position.y += 64
#if await currentPattern.getCollidingBorder() != []:
#currentPattern.position.x -= 64
for i in getBlockGroupsList()[GLOBAL.currentUID].size():
getBlockGroupsList()[GLOBAL.currentUID][i].global_position = currentPattern.getPositions()[i].global_position - Vector2(GLOBAL.GRID, GLOBAL.GRID)
getBlockGroupsList()[GLOBAL.currentUID][i].set_scale(Vector2(2,2))
for i in await currentPattern.getCollidingBlocks():
i.queue_free()
#for i in blocks.get_children():
#if i.get_scale() != Vector2(2,2):
#i.set_scale(Vector2(2,2))
#i.move(-64,-64)
#var turningPointBlock
#for g in currentPattern.getPositions().size():
#if not getBlockGroupsList()[GLOBAL.currentUID][g].turningPoint:
#getBlockGroupsList()[GLOBAL.currentUID][g].global_position = currentPattern.getPositions()[g].global_position- Vector2(32,32)
#else:
#turningPointBlock = getBlockGroupsList()[GLOBAL.currentUID][g]
#for g in currentPattern.getPositions():
#if g.turningPoint:
#turningPointBlock.global_position = g.global_position- Vector2(32,32)
#if i.turningPoint:
#currentPattern.global_position = i.global_position- Vector2(32,32)
for i in $RowTests.get_children():
if i.isCompleted():
for j in i.getRow():
splitOphansUID(j.UID)
GLOBAL.points += j.type
j.queue_free()
PlacePattern()