2014-02-10 02:10:30 +01:00
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extends Control
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# Simple Tetris-like demo, (c) 2012 Juan Linietsky
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# Implemented by using a regular Control and drawing on it during the _draw() callback.
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# The drawing surface is updated only when changes happen (by calling update())
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var score = 0
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var score_label=null
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const MAX_SHAPES = 7
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var block = preload("block.png")
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var block_colors=[
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Color(1,0.5,0.5),
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Color(0.5,1,0.5),
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Color(0.5,0.5,1),
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Color(0.8,0.4,0.8),
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Color(0.8,0.8,0.4),
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Color(0.4,0.8,0.8),
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Color(0.7,0.7,0.7)]
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var block_shapes=[
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[ Vector2(0,-1),Vector2(0,0),Vector2(0,1),Vector2(0,2) ], # I
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[ Vector2(0,0),Vector2(1,0),Vector2(1,1),Vector2(0,1) ], # O
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[ Vector2(-1,1),Vector2(0,1),Vector2(0,0),Vector2(1,0) ], # S
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[ Vector2(1,1),Vector2(0,1),Vector2(0,0),Vector2(-1,0) ], # Z
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[ Vector2(-1,1),Vector2(-1,0),Vector2(0,0),Vector2(1,0) ], # L
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[ Vector2(1,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ], # J
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[ Vector2(0,1),Vector2(1,0),Vector2(0,0),Vector2(-1,0) ]] # T
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var block_rotations=[
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Matrix32( Vector2(1,0),Vector2(0,1), Vector2() ),
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Matrix32( Vector2(0,1),Vector2(-1,0), Vector2() ),
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Matrix32( Vector2(-1,0),Vector2(0,-1), Vector2() ),
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Matrix32( Vector2(0,-1),Vector2(1,0), Vector2() )
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]
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var width=0
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var height=0
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var cells={}
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var piece_active=false
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var piece_shape=0
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var piece_pos=Vector2()
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var piece_rot=0
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func piece_cell_xform(p,er=0):
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var r = (4+er+piece_rot)%4
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return piece_pos+block_rotations[r].xform(p)
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func _draw():
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var sb = get_stylebox("bg","Tree") # use line edit bg
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draw_style_box(sb,Rect2(Vector2(),get_size()).grow(3))
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var bs = block.get_size()
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for y in range(height):
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for x in range(width):
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if (Vector2(x,y) in cells):
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draw_texture_rect(block,Rect2(Vector2(x,y)*bs,bs),false,block_colors[cells[Vector2(x,y)]])
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if (piece_active):
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for c in block_shapes[piece_shape]:
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draw_texture_rect(block,Rect2(piece_cell_xform(c)*bs,bs),false,block_colors[piece_shape])
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func piece_check_fit(ofs,er=0):
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for c in block_shapes[piece_shape]:
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var pos = piece_cell_xform(c,er)+ofs
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if (pos.x < 0):
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return false
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if (pos.y < 0):
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return false
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if (pos.x >= width):
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return false
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if (pos.y >= height):
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return false
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if (pos in cells):
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return false
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return true
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func new_piece():
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piece_shape = randi() % MAX_SHAPES
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piece_pos = Vector2(width/2,0)
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piece_active=true
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piece_rot=0
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if (piece_shape==0):
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piece_pos.y+=1
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if (not piece_check_fit(Vector2())):
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#game over
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#print("GAME OVER!")
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game_over()
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update()
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func test_collapse_rows():
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var accum_down=0
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for i in range(height):
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var y = height - i - 1
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var collapse = true
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for x in range(width):
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if (Vector2(x,y) in cells):
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if (accum_down):
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cells[ Vector2(x,y+accum_down) ] = cells[Vector2(x,y)]
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else:
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collapse=false
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if (accum_down):
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cells.erase( Vector2(x,y+accum_down) )
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if (collapse):
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accum_down+=1
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score+=accum_down*100
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score_label.set_text(str(score))
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func game_over():
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piece_active=false
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get_node("gameover").set_text("Game Over")
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update()
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func restart_pressed():
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score=0
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score_label.set_text("0")
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cells.clear()
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get_node("gameover").set_text("")
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piece_active=true
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2015-05-10 05:46:16 +02:00
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get_node("../restart").release_focus()
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2014-02-10 02:10:30 +01:00
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update()
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func piece_move_down():
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if (!piece_active):
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return
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if (piece_check_fit(Vector2(0,1))):
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piece_pos.y+=1
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update()
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else:
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for c in block_shapes[piece_shape]:
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var pos = piece_cell_xform(c)
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cells[pos]=piece_shape
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test_collapse_rows()
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new_piece()
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func piece_rotate():
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var adv = 1
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if (not piece_check_fit(Vector2(),1)):
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return
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piece_rot = (piece_rot + adv) % 4
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update()
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func _input(ie):
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if (not piece_active):
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return
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if (!ie.is_pressed()):
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return
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if (ie.is_action("move_left")):
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if (piece_check_fit(Vector2(-1,0))):
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piece_pos.x-=1
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update()
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elif (ie.is_action("move_right")):
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if (piece_check_fit(Vector2(1,0))):
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piece_pos.x+=1
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update()
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elif (ie.is_action("move_down")):
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piece_move_down()
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elif (ie.is_action("rotate")):
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piece_rotate()
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func setup(w,h):
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width=w
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height=h
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set_size( Vector2(w,h)*block.get_size() )
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new_piece()
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get_node("timer").start()
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func _ready():
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# Initalization here
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setup(10,20)
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score_label = get_node("../score")
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set_process_input(true)
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