refactor structure

This commit is contained in:
2025-09-22 11:43:09 +04:00
committed by nett00n
parent 4e0b5fe3d2
commit 9b3a20cdf1
149 changed files with 518 additions and 214 deletions

102
scenes/match3/match3.gd Normal file
View File

@@ -0,0 +1,102 @@
extends Node2D
const GRID_SIZE := Vector2i(8, 8)
const TILE_TYPES := 5
const TILE_SCENE := preload("res://scenes/match3/tile.tscn")
var grid := []
func _ready():
_initialize_grid()
func _initialize_grid():
for y in range(GRID_SIZE.y):
grid.append([])
for x in range(GRID_SIZE.x):
var tile = TILE_SCENE.instantiate()
tile.position = Vector2(x, y) * 64 # Adjust to your tile size
tile.grid_position = Vector2i(x, y)
tile.tile_type = randi() % TILE_TYPES
add_child(tile)
grid[y].append(tile)
func _has_match_at(pos: Vector2i) -> bool:
var matches_horizontal = _get_match_line(pos, Vector2i(1, 0))
if matches_horizontal.size() >= 3:
return true
var matches_vertical = _get_match_line(pos, Vector2i(0, 1))
return matches_vertical.size() >= 3
func _get_match_line(start: Vector2i, dir: Vector2i) -> Array:
var line = [grid[start.y][start.x]]
var type = grid[start.y][start.x].tile_type
for offset in [1, -1]:
var current = start + dir * offset
while current.x >= 0 and current.y >= 0 and current.x < GRID_SIZE.x and current.y < GRID_SIZE.y:
var neighbor = grid[current.y][current.x]
if neighbor.tile_type != type:
break
line.append(neighbor)
current += dir * offset
return line
func _clear_matches():
var to_clear := []
for y in range(GRID_SIZE.y):
for x in range(GRID_SIZE.x):
var pos = Vector2i(x, y)
var horiz = _get_match_line(pos, Vector2i(1, 0))
if horiz.size() >= 3:
to_clear.append_array(horiz)
var vert = _get_match_line(pos, Vector2i(0, 1))
if vert.size() >= 3:
to_clear.append_array(vert)
# Remove duplicates using dictionary keys trick
var unique_dict := {}
for tile in to_clear:
unique_dict[tile] = true
to_clear = unique_dict.keys()
for tile in to_clear:
grid[tile.grid_position.y][tile.grid_position.x] = null
tile.queue_free()
_drop_tiles()
await get_tree().create_timer(0.2).timeout
_fill_empty_cells()
func _drop_tiles():
var moved = true
while moved:
moved = false
for x in range(GRID_SIZE.x):
for y in range(GRID_SIZE.y - 2, -1, -1):
var tile = grid[y][x]
if tile and not grid[y + 1][x]:
grid[y + 1][x] = tile
grid[y][x] = null
tile.grid_position = Vector2i(x, y + 1)
# You can animate position here using Tween for smooth drop:
# tween.interpolate_property(tile, "position", tile.position, Vector2(x, y + 1) * 64, 0.2)
tile.position = Vector2(x, y + 1) * 64
moved = true
func _fill_empty_cells():
for y in range(GRID_SIZE.y):
for x in range(GRID_SIZE.x):
if not grid[y][x]:
var tile = TILE_SCENE.instantiate()
tile.grid_position = Vector2i(x, y)
tile.tile_type = randi() % TILE_TYPES
tile.position = Vector2(x, y) * 64
grid[y][x] = tile
add_child(tile)
# Recheck matches
await get_tree().create_timer(0.1).timeout
_clear_matches()