refactor structure
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102
scenes/match3/match3.gd
Normal file
102
scenes/match3/match3.gd
Normal file
@@ -0,0 +1,102 @@
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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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const TILE_SCENE := preload("res://scenes/match3/tile.tscn")
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var grid := []
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func _ready():
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_initialize_grid()
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func _initialize_grid():
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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.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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grid[y].append(tile)
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func _has_match_at(pos: Vector2i) -> bool:
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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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var matches_vertical = _get_match_line(pos, Vector2i(0, 1))
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return matches_vertical.size() >= 3
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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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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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break
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line.append(neighbor)
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current += dir * offset
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return line
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func _clear_matches():
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var to_clear := []
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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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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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to_clear.append_array(horiz)
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var vert = _get_match_line(pos, Vector2i(0, 1))
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if vert.size() >= 3:
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to_clear.append_array(vert)
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# Remove duplicates using dictionary keys trick
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var unique_dict := {}
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for tile in to_clear:
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unique_dict[tile] = true
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to_clear = unique_dict.keys()
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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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_drop_tiles()
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await get_tree().create_timer(0.2).timeout
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_fill_empty_cells()
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func _drop_tiles():
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var moved = true
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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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var tile = grid[y][x]
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if tile 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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moved = true
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func _fill_empty_cells():
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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 not grid[y][x]:
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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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grid[y][x] = tile
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add_child(tile)
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# Recheck matches
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await get_tree().create_timer(0.1).timeout
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_clear_matches()
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