create gem grid

This commit is contained in:
2025-09-23 22:40:00 +04:00
committed by nett00n
parent 9b3a20cdf1
commit d8435ef46c
12 changed files with 640 additions and 79 deletions

View File

@@ -1,13 +1,8 @@
[gd_scene load_steps=3 format=3 uid="uid://b4kv7g7kllwgb"]
[gd_scene load_steps=2 format=3 uid="uid://b4kv7g7kllwgb"]
[ext_resource type="Script" uid="uid://bvyiwvpepqfdu" path="res://scenes/match3/match3.gd" id="1_mvfdp"]
[ext_resource type="Texture2D" uid="uid://ccprr0qrj3lgm" path="res://assets/sprites/gems/rg_19.png" id="2_0fhn8"]
[node name="Match3" type="Node2D"]
script = ExtResource("1_mvfdp")
[node name="GridContainer" type="Node2D" parent="."]
[node name="Sprite2D" type="Sprite2D" parent="."]
position = Vector2(584, 317)
texture = ExtResource("2_0fhn8")

View File

@@ -5,21 +5,32 @@ var grid_position: Vector2i
@onready var sprite: Sprite2D = $Sprite2D
# Target size for each tile to fit in the 64x64 grid cells
const TILE_SIZE = 48 # Slightly smaller than 64 to leave some padding
# Target size for each tile to fit in the 54x54 grid cells
const TILE_SIZE = 48 # Slightly smaller than 54 to leave some padding
var tile_textures = [
preload("res://assets/sprites/gems/bg_19.png"),
preload("res://assets/sprites/gems/dg_19.png"),
preload("res://assets/sprites/gems/gg_19.png"),
preload("res://assets/sprites/gems/mg_19.png"),
# All available gem textures
var all_gem_textures = [
preload("res://assets/sprites/gems/bg_19.png"), # 0 - Blue gem
preload("res://assets/sprites/gems/dg_19.png"), # 1 - Dark gem
preload("res://assets/sprites/gems/gg_19.png"), # 2 - Green gem
preload("res://assets/sprites/gems/mg_19.png"), # 3 - Magenta gem
preload("res://assets/sprites/gems/rg_19.png"), # 4 - Red gem
preload("res://assets/sprites/gems/yg_19.png"), # 5 - Yellow gem
preload("res://assets/sprites/gems/pg_19.png"), # 6 - Purple gem
preload("res://assets/sprites/gems/sg_19.png"), # 7 - Silver gem
]
# Currently active gem types (indices into all_gem_textures)
var active_gem_types = [0, 1, 2, 3, 4] # Start with first 5 gems
func _set_tile_type(value: int) -> void:
tile_type = value
if value >= 0 and value < tile_textures.size():
sprite.texture = tile_textures[value]
if value >= 0 and value < active_gem_types.size():
var texture_index = active_gem_types[value]
sprite.texture = all_gem_textures[texture_index]
_scale_sprite_to_fit()
else:
push_error("Invalid tile type: " + str(value) + ". Available types: 0-" + str(active_gem_types.size() - 1))
func _scale_sprite_to_fit() -> void:
if sprite.texture:
@@ -28,6 +39,55 @@ func _scale_sprite_to_fit() -> void:
var scale_factor = TILE_SIZE / max_dimension
sprite.scale = Vector2(scale_factor, scale_factor)
# Gem pool management functions
static func set_active_gem_pool(gem_indices: Array) -> void:
# Update all tile instances to use new gem pool
var tiles = get_tree().get_nodes_in_group("tiles")
for tile in tiles:
if tile.has_method("_update_active_gems"):
tile._update_active_gems(gem_indices)
func _update_active_gems(gem_indices: Array) -> void:
active_gem_types = gem_indices.duplicate()
# Re-validate current tile type
if tile_type >= active_gem_types.size():
tile_type = 0 # Reset to first available type
_set_tile_type(tile_type)
static func get_active_gem_count() -> int:
# Get from any tile instance or default
var tiles = get_tree().get_nodes_in_group("tiles")
if tiles.size() > 0:
return tiles[0].active_gem_types.size()
return 5 # Default
static func add_gem_to_pool(gem_index: int) -> void:
var tiles = get_tree().get_nodes_in_group("tiles")
for tile in tiles:
if tile.has_method("_add_gem_type"):
tile._add_gem_type(gem_index)
func _add_gem_type(gem_index: int) -> void:
if gem_index >= 0 and gem_index < all_gem_textures.size():
if not active_gem_types.has(gem_index):
active_gem_types.append(gem_index)
static func remove_gem_from_pool(gem_index: int) -> void:
var tiles = get_tree().get_nodes_in_group("tiles")
for tile in tiles:
if tile.has_method("_remove_gem_type"):
tile._remove_gem_type(gem_index)
func _remove_gem_type(gem_index: int) -> void:
var type_index = active_gem_types.find(gem_index)
if type_index != -1 and active_gem_types.size() > 2: # Keep at least 2 gem types
active_gem_types.erase(gem_index)
# Update tiles that were using removed type
if tile_type >= active_gem_types.size():
tile_type = 0
_set_tile_type(tile_type)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
add_to_group("tiles") # Add to group for gem pool management
_set_tile_type(tile_type)