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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())
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
#print("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
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():
# Initalization here
setup(10,20)
score_label = get_node("../score")
set_process_input(true)
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