summaryrefslogtreecommitdiff
path: root/demos/2d/tetris/grid.gd
diff options
context:
space:
mode:
Diffstat (limited to 'demos/2d/tetris/grid.gd')
-rw-r--r--demos/2d/tetris/grid.gd194
1 files changed, 0 insertions, 194 deletions
diff --git a/demos/2d/tetris/grid.gd b/demos/2d/tetris/grid.gd
deleted file mode 100644
index 75fabb4210..0000000000
--- a/demos/2d/tetris/grid.gd
+++ /dev/null
@@ -1,194 +0,0 @@
-
-extends Control
-
-# Simple Tetris-like demo, (c) 2012 Juan Linietsky
-# Implemented by using a regular Control and drawing on it during the _draw() callback.
-# The drawing surface is updated only when changes happen (by calling update())
-
-# Member variables
-var score = 0
-var score_label = null
-
-const MAX_SHAPES = 7
-
-var block = preload("block.png")
-
-var block_colors = [
- Color(1, 0.5, 0.5),
- Color(0.5, 1, 0.5),
- Color(0.5, 0.5, 1),
- Color(0.8, 0.4, 0.8),
- Color(0.8, 0.8, 0.4),
- Color(0.4, 0.8, 0.8),
- Color(0.7, 0.7, 0.7)]
-
-var block_shapes = [
- [ Vector2(0, -1), Vector2(0, 0), Vector2(0, 1), Vector2(0, 2) ], # I
- [ Vector2(0, 0), Vector2(1, 0), Vector2(1, 1), Vector2(0, 1) ], # O
- [ Vector2(-1, 1), Vector2(0, 1), Vector2(0, 0), Vector2(1, 0) ], # S
- [ Vector2(1, 1), Vector2(0, 1), Vector2(0, 0), Vector2(-1, 0) ], # Z
- [ Vector2(-1, 1), Vector2(-1, 0), Vector2(0, 0), Vector2(1, 0) ], # L
- [ Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(-1, 0) ], # J
- [ Vector2(0, 1), Vector2(1, 0), Vector2(0, 0), Vector2(-1, 0) ]] # T
-
-var block_rotations = [
- Matrix32(Vector2(1, 0), Vector2(0, 1), Vector2()),
- Matrix32(Vector2(0, 1), Vector2(-1, 0), Vector2()),
- Matrix32(Vector2(-1, 0), Vector2(0, -1), Vector2()),
- Matrix32(Vector2(0, -1), Vector2(1, 0), Vector2())]
-
-var width = 0
-var height = 0
-
-var cells = {}
-
-var piece_active = false
-var piece_shape = 0
-var piece_pos = Vector2()
-var piece_rot = 0
-
-
-func piece_cell_xform(p, er = 0):
- var r = (4 + er + piece_rot) % 4
- return piece_pos + block_rotations[r].xform(p)
-
-
-func _draw():
- var sb = get_stylebox("bg", "Tree") # Use line edit bg
- draw_style_box(sb, Rect2(Vector2(), get_size()).grow(3))
-
- var bs = block.get_size()
- for y in range(height):
- for x in range(width):
- if (Vector2(x, y) in cells):
- draw_texture_rect(block, Rect2(Vector2(x, y)*bs, bs), false, block_colors[cells[Vector2(x, y)]])
-
- if (piece_active):
- for c in block_shapes[piece_shape]:
- draw_texture_rect(block, Rect2(piece_cell_xform(c)*bs, bs), false, block_colors[piece_shape])
-
-
-func piece_check_fit(ofs, er = 0):
- for c in block_shapes[piece_shape]:
- var pos = piece_cell_xform(c, er) + ofs
- if (pos.x < 0):
- return false
- if (pos.y < 0):
- return false
- if (pos.x >= width):
- return false
- if (pos.y >= height):
- return false
- if (pos in cells):
- return false
-
- return true
-
-
-func new_piece():
- piece_shape = randi() % MAX_SHAPES
- piece_pos = Vector2(width/2, 0)
- piece_active = true
- piece_rot = 0
- if (piece_shape == 0):
- piece_pos.y += 1
-
- if (not piece_check_fit(Vector2())):
- # Game over
- game_over()
-
- update()
-
-
-func test_collapse_rows():
- var accum_down = 0
- for i in range(height):
- var y = height - i - 1
- var collapse = true
- for x in range(width):
- if (Vector2(x, y) in cells):
- if (accum_down):
- cells[Vector2(x, y + accum_down)] = cells[Vector2(x, y)]
- else:
- collapse = false
- if (accum_down):
- cells.erase(Vector2(x, y + accum_down))
-
- if (collapse):
- accum_down += 1
-
- score += accum_down*100
- score_label.set_text(str(score))
-
-
-func game_over():
- piece_active = false
- get_node("gameover").set_text("Game over!")
- update()
-
-
-func restart_pressed():
- score = 0
- score_label.set_text("0")
- cells.clear()
- get_node("gameover").set_text("")
- piece_active = true
- get_node("../restart").release_focus()
- update()
-
-
-func piece_move_down():
- if (!piece_active):
- return
- if (piece_check_fit(Vector2(0, 1))):
- piece_pos.y += 1
- update()
- else:
- for c in block_shapes[piece_shape]:
- var pos = piece_cell_xform(c)
- cells[pos] = piece_shape
- test_collapse_rows()
- new_piece()
-
-
-func piece_rotate():
- var adv = 1
- if (not piece_check_fit(Vector2(), 1)):
- return
- piece_rot = (piece_rot + adv) % 4
- update()
-
-
-func _input(ie):
- if (not piece_active):
- return
- if (!ie.is_pressed()):
- return
-
- if (ie.is_action("move_left")):
- if (piece_check_fit(Vector2(-1, 0))):
- piece_pos.x -= 1
- update()
- elif (ie.is_action("move_right")):
- if (piece_check_fit(Vector2(1, 0))):
- piece_pos.x += 1
- update()
- elif (ie.is_action("move_down")):
- piece_move_down()
- elif (ie.is_action("rotate")):
- piece_rotate()
-
-
-func setup(w, h):
- width = w
- height = h
- set_size(Vector2(w, h)*block.get_size())
- new_piece()
- get_node("timer").start()
-
-
-func _ready():
- setup(10, 20)
- score_label = get_node("../score")
-
- set_process_input(true)