make grid shuffle, grid sizy, gem color types
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@@ -1,26 +1,71 @@
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extends Node2D
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const GRID_SIZE := Vector2i(8, 8)
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const TILE_TYPES := 5
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var GRID_SIZE := Vector2i(8, 8)
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var TILE_TYPES := 5
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const TILE_SCENE := preload("res://scenes/match3/tile.tscn")
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var grid := []
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var tile_size: float = 48.0
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var grid_offset: Vector2
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func _ready():
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# Set up initial gem pool
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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const TileScript = preload("res://scenes/match3/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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_calculate_grid_layout()
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_initialize_grid()
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func _calculate_grid_layout():
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var viewport_size = get_viewport().get_visible_rect().size
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var available_width = viewport_size.x * 0.8 # Use 80% of screen width
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var available_height = viewport_size.y * 0.7 # Use 70% of screen height
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# Calculate tile size based on available space
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var max_tile_width = available_width / GRID_SIZE.x
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var max_tile_height = available_height / GRID_SIZE.y
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tile_size = min(max_tile_width, max_tile_height)
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# Align grid to left side with some margin
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var total_grid_height = tile_size * GRID_SIZE.y
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grid_offset = Vector2(
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50, # Left margin
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(viewport_size.y - total_grid_height) / 2 + 50 # Vertically centered with top margin
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)
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func _initialize_grid():
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# Update gem pool BEFORE creating any tiles
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var gem_indices = []
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for i in range(TILE_TYPES):
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gem_indices.append(i)
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const TileScript = preload("res://scenes/match3/tile.gd")
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TileScript.set_active_gem_pool(gem_indices)
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for y in range(GRID_SIZE.y):
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grid.append([])
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for x in range(GRID_SIZE.x):
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var tile = TILE_SCENE.instantiate()
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tile.position = Vector2(x, y) * 64 # Adjust to your tile size
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tile.position = grid_offset + Vector2(x, y) * tile_size
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tile.grid_position = Vector2i(x, y)
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tile.tile_type = randi() % TILE_TYPES
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add_child(tile)
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# Set tile type after adding to scene tree so sprite reference is available
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var new_type = randi() % TILE_TYPES
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tile.tile_type = new_type
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print("Debug: Created tile at (", x, ",", y, ") with type ", new_type)
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grid[y].append(tile)
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func _has_match_at(pos: Vector2i) -> bool:
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# Fixed: Add bounds and null checks
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if pos.x < 0 or pos.y < 0 or pos.x >= GRID_SIZE.x or pos.y >= GRID_SIZE.y:
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return false
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if not grid[pos.y][pos.x]:
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return false
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var matches_horizontal = _get_match_line(pos, Vector2i(1, 0))
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if matches_horizontal.size() >= 3:
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return true
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@@ -28,15 +73,25 @@ func _has_match_at(pos: Vector2i) -> bool:
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var matches_vertical = _get_match_line(pos, Vector2i(0, 1))
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return matches_vertical.size() >= 3
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# Fixed: Add missing function to check for any matches on the board
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func _check_for_matches() -> bool:
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for y in range(GRID_SIZE.y):
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for x in range(GRID_SIZE.x):
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if _has_match_at(Vector2i(x, y)):
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return true
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return false
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func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
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var line = [grid[start.y][start.x]]
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var type = grid[start.y][start.x].tile_type
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# Fixed: Check in both directions separately to avoid infinite loops
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for offset in [1, -1]:
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var current = start + dir * offset
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while current.x >= 0 and current.y >= 0 and current.x < GRID_SIZE.x and current.y < GRID_SIZE.y:
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var neighbor = grid[current.y][current.x]
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if neighbor.tile_type != type:
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# Fixed: Add null check to prevent crashes
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if not neighbor or neighbor.tile_type != type:
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break
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line.append(neighbor)
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current += dir * offset
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@@ -48,6 +103,9 @@ func _clear_matches():
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for y in range(GRID_SIZE.y):
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for x in range(GRID_SIZE.x):
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# Fixed: Add null check before processing
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if not grid[y][x]:
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continue
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var pos = Vector2i(x, y)
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var horiz = _get_match_line(pos, Vector2i(1, 0))
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if horiz.size() >= 3:
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@@ -62,6 +120,10 @@ func _clear_matches():
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unique_dict[tile] = true
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to_clear = unique_dict.keys()
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# Fixed: Only proceed if there are matches to clear
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if to_clear.size() == 0:
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return
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for tile in to_clear:
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grid[tile.grid_position.y][tile.grid_position.x] = null
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tile.queue_free()
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@@ -75,15 +137,17 @@ func _drop_tiles():
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while moved:
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moved = false
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for x in range(GRID_SIZE.x):
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for y in range(GRID_SIZE.y - 2, -1, -1):
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# Fixed: Start from GRID_SIZE.y - 1 to avoid out of bounds
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for y in range(GRID_SIZE.y - 1, -1, -1):
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var tile = grid[y][x]
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if tile and not grid[y + 1][x]:
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# Fixed: Check bounds before accessing y + 1
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if tile and y + 1 < GRID_SIZE.y and not grid[y + 1][x]:
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grid[y + 1][x] = tile
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grid[y][x] = null
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tile.grid_position = Vector2i(x, y + 1)
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# You can animate position here using Tween for smooth drop:
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# tween.interpolate_property(tile, "position", tile.position, Vector2(x, y + 1) * 64, 0.2)
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tile.position = Vector2(x, y + 1) * 64
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# tween.interpolate_property(tile, "position", tile.position, grid_offset + Vector2(x, y + 1) * tile_size, 0.2)
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tile.position = grid_offset + Vector2(x, y + 1) * tile_size
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moved = true
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func _fill_empty_cells():
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@@ -93,10 +157,63 @@ func _fill_empty_cells():
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var tile = TILE_SCENE.instantiate()
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tile.grid_position = Vector2i(x, y)
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tile.tile_type = randi() % TILE_TYPES
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tile.position = Vector2(x, y) * 64
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tile.position = grid_offset + Vector2(x, y) * tile_size
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grid[y][x] = tile
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add_child(tile)
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# Recheck matches
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# Fixed: Add recursion protection to prevent stack overflow
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await get_tree().create_timer(0.1).timeout
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_clear_matches()
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var max_iterations = 10
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var iteration = 0
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while _check_for_matches() and iteration < max_iterations:
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_clear_matches()
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await get_tree().create_timer(0.1).timeout
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iteration += 1
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func regenerate_grid():
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# Use time-based seed to ensure different patterns each time
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var new_seed = Time.get_ticks_msec()
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seed(new_seed)
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print("Debug: Regenerating grid with seed: ", new_seed)
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# Fixed: Clear ALL tile children, not just ones in grid array
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# This handles any orphaned tiles that might not be tracked in the grid
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var children_to_remove = []
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for child in get_children():
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if child.has_method("get_script") and child.get_script():
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var script_path = child.get_script().resource_path
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if script_path == "res://scenes/match3/tile.gd":
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children_to_remove.append(child)
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# Remove all found tile children
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for child in children_to_remove:
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child.free()
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# Also clear grid array references
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for y in range(grid.size()):
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if grid[y] and grid[y] is Array:
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for x in range(grid[y].size()):
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# Set to null since we already freed the nodes above
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grid[y][x] = null
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# Clear the grid array
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grid.clear()
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# No need to wait for nodes to be freed since we used free()
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# Fixed: Recalculate grid layout before regenerating tiles
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_calculate_grid_layout()
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# Regenerate the grid (gem pool is updated in _initialize_grid)
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_initialize_grid()
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func set_tile_types(new_count: int):
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TILE_TYPES = new_count
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# Regenerate grid with new tile types (gem pool is updated in regenerate_grid)
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await regenerate_grid()
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func set_grid_size(new_size: Vector2i):
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print("Debug: Changing grid size from ", GRID_SIZE, " to ", new_size)
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GRID_SIZE = new_size
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# Regenerate grid with new size
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await regenerate_grid()
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