TicTacToeExtreme/board/board.gd

125 lines
5.0 KiB
GDScript

extends TileMap
class_name Board
var tile_by_name := {}
var layer_by_name := {}
var tile_map_layer = 1
@export var state_layer: String = "States"
@export var board_layer: String = "Board"
@export var state_name: String = "Name"
@export var empty_state: String = "Empty"
var off_limits: String = ""
@export var active: bool = true
func _ready():
print("Initializing board...")
_index_atlas_coordinates_by_name()
_index_layers_by_name()
$Highlight.size = tile_set.tile_size
print("Tiles: ", ", ".join(tile_by_name.keys()))
func get_state(grid_pos: Vector2) -> String:
var state_tile_data: TileData = self.get_cell_tile_data(layer_by_name[state_layer], grid_pos)
var board_tile_data: TileData = self.get_cell_tile_data(layer_by_name[board_layer], grid_pos)
if not board_tile_data:
return off_limits
if not state_tile_data or not state_tile_data.get_custom_data(state_name):
return empty_state
return state_tile_data.get_custom_data(state_name)
func set_state(grid_pos: Vector2, state: String) -> bool:
if get_state(grid_pos) != empty_state:
return false
self.set_cell(layer_by_name[state_layer], grid_pos, tile_by_name[state]["source_id"], tile_by_name[state]["atlas_coords"])
return true
func global_to_map(global_pos: Vector2) -> Vector2:
return self.local_to_map(self.to_local(global_pos))
func gridpos_at_mouse() -> Vector2:
return global_to_map(get_viewport().get_mouse_position())
func reset() -> void:
for cell in get_used_cells(layer_by_name[state_layer]):
set_cell(layer_by_name[state_layer], cell, -1)
func _index_atlas_coordinates_by_name():
var tileset = self.tile_set
for source_index in range(tileset.get_source_count()):
var source_id = tileset.get_source_id(source_index)
var atlas:TileSetAtlasSource = tileset.get_source(source_id)
for tile_index in range(atlas.get_tiles_count()):
var atlas_coords = atlas.get_tile_id(tile_index)
var tile_data : TileData = atlas.get_tile_data(atlas_coords, 0)
if tile_data and tile_data.get_custom_data(state_name):
tile_by_name[tile_data.get_custom_data(state_name)] = {
"source_id": source_id,
"atlas_coords": atlas_coords
}
func _index_layers_by_name():
for i in range(get_layers_count()):
layer_by_name[get_layer_name(i)] = i
func _calculate_drop_pos(grid_pos: Vector2) -> Vector2:
var x_coord = floor(grid_pos.x) # Round down to get the grid cell
var y_coord
# Check each row from bottom to top for an empty space
for i in range(6, -1, -1): # Iterate from bottom to top
if self.get_state(Vector2(x_coord, i)) == self.empty_state:
y_coord = i
break # Exit the loop once an empty space is found
else: i = i - 1
return Vector2(x_coord, y_coord)
#Löscht eine Zeile nach dem Glücksrad ereignis
func delete_column(column: int) -> void:
for j in range((column - 2), -1, -1):
for i in range(-2, 4, 1):
var tile_map_cell_position = Vector2i(i,j)
var tile_data = self.get_cell_tile_data(tile_map_layer, tile_map_cell_position)
if tile_data:
var tile_map_cell_source_id = self.get_cell_source_id(tile_map_layer, tile_map_cell_position);
var tile_map_cell_atlas_coords = self.get_cell_atlas_coords(tile_map_layer, tile_map_cell_position)
var tile_map_cell_alternative = self.get_cell_alternative_tile(tile_map_layer, tile_map_cell_position)
print(tile_map_cell_source_id)
print(tile_map_cell_atlas_coords)
print(tile_map_cell_alternative)
var new_tile_map_cell_position = Vector2i(i, j + 1)
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)
if j == 0:
self.set_cell(tile_map_layer, Vector2i(i, 0))
else:
#Falls kein Inhalt, leer setzten
self.set_cell(tile_map_layer, Vector2i(i, j + 1))
func delete_row(row: int) -> void:
for i in range(6):
#Inhalt leer setzten (row -3 damit es mit 1 - 6 funktioniert)
self.set_cell(tile_map_layer, Vector2i(row - 3, i))
func _clear_enemy_tile(grid_pos: Vector2) -> void:
var true_position = grid_pos + Vector2(-2, 0) #Minus 2 weil über einen Klick und nicht über einen Würfel
self.set_cell(tile_map_layer, true_position)
for i in range(true_position.y - 1, -1, -1 ):
var tile_map_cell_position = Vector2i(true_position.x, i)
var tile_data = self.get_cell_tile_data(tile_map_layer, tile_map_cell_position)
if tile_data:
var tile_map_cell_source_id = self.get_cell_source_id(tile_map_layer, tile_map_cell_position);
var tile_map_cell_atlas_coords = self.get_cell_atlas_coords(tile_map_layer, tile_map_cell_position)
var tile_map_cell_alternative = self.get_cell_alternative_tile(tile_map_layer, tile_map_cell_position)
var new_tile_map_cell_position = Vector2i(true_position.x, i + 1)
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)
if i == 0:
self.set_cell(tile_map_layer, Vector2i(true_position.x, 0))
else:
#Falls kein Inhalt, leer setzten
self.set_cell(tile_map_layer, Vector2i(true_position.x, i + 1))