Comments and documentation update

This commit is contained in:
2025-09-27 21:00:45 +04:00
parent 821d9aa42c
commit 0cf76d595f
4 changed files with 102 additions and 29 deletions

View File

@@ -3,7 +3,12 @@ extends Node2D
signal score_changed(points: int)
signal grid_state_loaded(grid_size: Vector2i, tile_types: int)
enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING } # Waiting for player input # First tile selected # Animating tile swap # Processing matches and cascades
## Match-3 Game State Machine
## WAITING: Idle state, accepting player input for tile selection
## SELECTING: First tile selected, waiting for second tile to complete swap
## SWAPPING: Animation in progress, input blocked during tile swap
## PROCESSING: Detecting matches, clearing tiles, dropping new ones, checking cascades
enum GameState { WAITING, SELECTING, SWAPPING, PROCESSING }
var GRID_SIZE := Vector2i(8, 8)
var TILE_TYPES := 5
@@ -124,6 +129,7 @@ func _initialize_grid():
func _has_match_at(pos: Vector2i) -> bool:
"""Check if tile at position is part of a 3+ match horizontally or vertically"""
# Bounds and null checks
if not _is_valid_grid_position(pos):
return false
@@ -151,8 +157,8 @@ func _has_match_at(pos: Vector2i) -> bool:
return matches_vertical.size() >= 3
# Check for any matches on the board
func _check_for_matches() -> bool:
"""Scan entire grid to detect if any matches exist (used for cascade detection)"""
for y in range(GRID_SIZE.y):
for x in range(GRID_SIZE.x):
if _has_match_at(Vector2i(x, y)):
@@ -161,6 +167,12 @@ func _check_for_matches() -> bool:
func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
"""Find all consecutive matching tiles in a line from start position in given direction.
Returns array of tile nodes that form a continuous match.
Direction must be unit vector (1,0), (-1,0), (0,1), or (0,-1).
Searches bidirectionally from start position.
"""
# Validate input parameters
if not _is_valid_grid_position(start):
DebugManager.log_error(
@@ -185,13 +197,14 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
if not "tile_type" in start_tile:
return []
var line = [start_tile]
var type = start_tile.tile_type
var line = [start_tile] # Initialize with start tile
var type = start_tile.tile_type # Type to match against
# Check both directions with safety limits
for offset in [1, -1]:
# Check both directions from start position (bidirectional search)
for offset in [1, -1]: # offset 1 = forward direction, -1 = backward direction
var current = start + dir * offset
var steps = 0
# Safety limit prevents infinite loops in case of logic errors
while steps < GRID_SIZE.x + GRID_SIZE.y and _is_valid_grid_position(current):
if current.y >= grid.size() or current.x >= grid[current.y].size():
break
@@ -200,17 +213,23 @@ func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
if not neighbor or not is_instance_valid(neighbor):
break
# Stop if tile type doesn't match (end of matching sequence)
if not "tile_type" in neighbor or neighbor.tile_type != type:
break
line.append(neighbor)
current += dir * offset
steps += 1
line.append(neighbor) # Add matching tile to sequence
current += dir * offset # Move to next position
steps += 1 # Increment safety counter
return line
func _clear_matches():
func _clear_matches() -> void:
"""Find and remove all match groups of 3+ tiles, calculating score and triggering effects.
Uses flood-fill approach to group connected matches, prevents double-counting tiles.
Handles tile removal, score calculation, and visual effects.
"""
# Check grid integrity
if not _validate_grid_integrity():
DebugManager.log_error("Grid integrity check failed in _clear_matches", "Match3")
@@ -693,6 +712,14 @@ func _select_tile_at_cursor() -> void:
func _on_tile_selected(tile: Node2D) -> void:
"""Handle tile selection with state machine logic for match-3 gameplay.
State transitions:
WAITING -> SELECTING: First tile selected
SELECTING -> WAITING: Same tile clicked (deselect)
SELECTING -> SWAPPING: Different tile clicked (attempt swap)
"""
# Block tile selection during busy states
if current_state == GameState.SWAPPING or current_state == GameState.PROCESSING:
DebugManager.log_debug(
"Tile selection ignored - game busy (state: %s)" % [GameState.keys()[current_state]],
@@ -736,7 +763,7 @@ func _on_tile_selected(tile: Node2D) -> void:
func _select_tile(tile: Node2D) -> void:
selected_tile = tile
tile.is_selected = true
current_state = GameState.SELECTING
current_state = GameState.SELECTING # State transition: WAITING -> SELECTING
DebugManager.log_debug(
"Selected tile at (%d, %d)" % [tile.grid_position.x, tile.grid_position.y], "Match3"
)
@@ -816,8 +843,8 @@ func _attempt_swap(tile1: Node2D, tile2: Node2D) -> void:
"Match3"
)
current_state = GameState.SWAPPING
await _swap_tiles(tile1, tile2)
current_state = GameState.SWAPPING # State transition: SELECTING -> SWAPPING
await _swap_tiles(tile1, tile2) # Animate tile swap
# Check if swap creates matches
if _has_match_at(tile1.grid_position) or _has_match_at(tile2.grid_position):