make grid shuffle, grid sizy, gem color types

This commit is contained in:
2025-09-24 01:39:18 +04:00
committed by nett00n
parent d8435ef46c
commit e11e864b26
12 changed files with 565 additions and 48 deletions

View File

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