parent
cdff133584
commit
a1aca34d89
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@ -76,3 +76,30 @@ func _calculate_drop_pos(grid_pos: Vector2) -> Vector2:
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else: i = i - 1
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return Vector2(x_coord, y_coord)
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#Löscht eine Zeile nach dem Glücksrad ereignis
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func delete_column(column: int) -> void:
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for j in range((column - 2), -1, -1):
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for i in range(-2, 4, 1):
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var tile_map_layer = 1
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var tile_map_cell_position = Vector2i(i,j)
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var tile_data = self.get_cell_tile_data(tile_map_layer, tile_map_cell_position)
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if tile_data:
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var tile_map_cell_source_id = self.get_cell_source_id(tile_map_layer, tile_map_cell_position);
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var tile_map_cell_atlas_coords = self.get_cell_atlas_coords(tile_map_layer, tile_map_cell_position)
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var tile_map_cell_alternative = self.get_cell_alternative_tile(tile_map_layer, tile_map_cell_position)
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var new_tile_map_cell_position = Vector2i(i, j + 1)
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self.set_cell(tile_map_layer, new_tile_map_cell_position, tile_map_cell_source_id, tile_map_cell_atlas_coords, tile_map_cell_alternative)
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else:
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#Falls kein Inhalt, leer setzten
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self.set_cell(tile_map_layer, Vector2i(i, j + 1))
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func delete_row(row: int) -> void:
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var tile_map_layer = 1
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for i in range(6):
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#Inhalt leer setzten
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self.set_cell(tile_map_layer, Vector2i(row - 2, i))
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4
game.gd
4
game.gd
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@ -3,6 +3,7 @@ extends Node2D
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var current_player: int = 0
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var player_states := ["Circle", "Cross"]
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var won := ""
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var count = 0
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@onready var board := $Board as Board
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@ -33,6 +34,7 @@ func _process(_delta):
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var new_pos = board._calculate_drop_pos(grid_pos)
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if board.set_state(new_pos, player_states[current_player]):
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won = _check_win()
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#count = count + 1
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if won=="":
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current_player = 1 - current_player
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nextPlayer.region_rect.position.x = current_player * 300
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@ -42,6 +44,8 @@ func _process(_delta):
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wonPlayer.show()
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nextPlayer.hide()
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board.active = false
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#if count > 7:
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#board.delete_row(5) zum testen des entfernens
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@ -19,6 +19,7 @@ config/icon="res://icon.svg"
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window/size/viewport_width=1500
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window/size/viewport_height=1000
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window/size/mode=2
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[input]
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