extends GridMap const ExplodingLine = preload("res://ExplodingLine.tscn") const Tetromino = preload("res://Tetrominos/Tetromino.gd") const TetroI = preload("res://Tetrominos/TetroI.tscn") const TetroJ = preload("res://Tetrominos/TetroJ.tscn") const TetroL = preload("res://Tetrominos/TetroL.tscn") const TetroO = preload("res://Tetrominos/TetroO.tscn") const TetroS = preload("res://Tetrominos/TetroS.tscn") const TetroT = preload("res://Tetrominos/TetroT.tscn") const TetroZ = preload("res://Tetrominos/TetroZ.tscn") const EMPTY_CELL = -1 const NB_MINOES = 4 const NEXT_POSITION = Vector3(13, 16, 0) const START_POSITION = Vector3(5, 20, 0) const HOLD_POSITION = Vector3(-5, 16, 0) const SCORES = [ [0, 4, 1], [1, 8, 2], [3, 12], [5, 16], [8] ] const LINES_CLEARED_NAMES = ["", "SINGLE", "DOUBLE", "TRIPLE", "TETRIS"] const T_SPIN_NAMES = ["", "MINI T-SPIN", "T-SPIN"] export (int) var NB_LINES export (int) var NB_COLLUMNS var next_piece = random_piece() var current_piece var held_piece var current_piece_held = false var locked = false var autoshift_action = "" var movements = { "move_right": Vector3(1, 0, 0), "move_left": Vector3(-1, 0, 0), "soft_drop": Vector3(0, -1, 0) } var exploding_lines = [] var lines_to_clear = [] var hard_dropping = false var random_bag = [] var playing = true var level = 0 var goal = 0 var score = 0 func _ready(): randomize() for y in range(NB_LINES): exploding_lines.append(ExplodingLine.instance()) add_child(exploding_lines[y]) exploding_lines[y].translation = Vector3(NB_COLLUMNS/2, y, 1) new_level() func new_level(): level += 1 goal += 5 * level $DropTimer.wait_time = pow(0.8 - ((level - 1) * 0.007), level - 1) if level > 15: $LockDelay.wait_time = 0.5 * pow(0.9, level-15) print("LEVEL ", level, " Goal ", goal) new_piece() func random_piece(): if not random_bag: random_bag = [ TetroI, TetroJ, TetroL, TetroO, TetroS, TetroT, TetroZ ] var choice = randi() % random_bag.size() var piece = random_bag[choice].instance() random_bag.remove(choice) add_child(piece) return piece func new_piece(): current_piece = next_piece current_piece.translation = START_POSITION next_piece = random_piece() next_piece.translation = NEXT_POSITION if move(movements["soft_drop"]): $DropTimer.start() $LockDelay.start() current_piece_held = false else: game_over() func _process(delta): if autoshift_action: if not Input.is_action_pressed(autoshift_action): $AutoShiftDelay.stop() $AutoShiftTimer.stop() autoshift_action = "" if Input.is_action_just_pressed("pause"): pause() if playing and not hard_dropping: for action in movements: if action != autoshift_action: if Input.is_action_pressed(action): move(movements[action]) autoshift_action = action $AutoShiftTimer.stop() $AutoShiftDelay.start() if Input.is_action_just_pressed("hard_drop"): hard_dropping = true $HardDropTimer.start() if Input.is_action_just_pressed("rotate_clockwise"): rotate(Tetromino.CLOCKWISE) if Input.is_action_just_pressed("rotate_counterclockwise"): rotate(Tetromino.COUNTERCLOCKWISE) if Input.is_action_just_pressed("hold"): hold() func _on_AutoShiftDelay_timeout(): if playing and autoshift_action: move(movements[autoshift_action]) $AutoShiftTimer.start() func _on_AutoShiftTimer_timeout(): if playing and autoshift_action: move(movements[autoshift_action]) func is_free_cell(position): return ( 0 <= position.x and position.x < NB_COLLUMNS and position.y >= 0 and get_cell_item(position.x, position.y, 0) == GridMap.INVALID_CELL_ITEM ) func possible_positions(initial_positions, movement): var position var test_positions = [] for i in range(4): position = initial_positions[i] + movement if is_free_cell(position): test_positions.append(position) if test_positions.size() == NB_MINOES: return test_positions else: return [] func move(movement): if current_piece.move(movement): update_ghost_piece() $LockDelay.start() return true else: return false func rotate(direction): if current_piece.rotate(direction): update_ghost_piece() $LockDelay.start() return true else: return false func update_ghost_piece(): var positions = current_piece.positions() for i in range(Tetromino.NB_MINOES): $GhostPiece.minoes[i].translation = $GhostPiece.to_local(positions[i]) while $GhostPiece.move(movements["soft_drop"]): pass func _on_DropTimer_timeout(): move(movements["soft_drop"]) func _on_HardDropTimer_timeout(): if not move(movements["soft_drop"]): $HardDropTimer.stop() hard_dropping = false lock_piece() func _on_LockDelay_timeout(): if not move(movements["soft_drop"]): lock_piece() func lock_piece(): for mino in current_piece.minoes: set_cell_item(current_piece.to_global(mino.translation).x, current_piece.to_global(mino.translation).y, 0, 0) remove_child(current_piece) line_clear() func line_clear(): var NB_MINOES lines_to_clear = [] for y in range(NB_LINES-1, -1, -1): NB_MINOES = 0 for x in range(NB_COLLUMNS): if get_cell_item(x, y, 0) == 0: NB_MINOES += 1 if NB_MINOES == NB_COLLUMNS: for x in range(NB_COLLUMNS): set_cell_item(x, y, 0, EMPTY_CELL) lines_to_clear.append(y) exploding_lines[y].restart() if lines_to_clear: $ExplosionDelay.start() update_score() func update_score(): if lines_to_clear or current_piece.t_spin: var s = SCORES[lines_to_clear.size()][current_piece.t_spin] score += 100 * s goal -= s print(T_SPIN_NAMES[current_piece.t_spin], ' ', LINES_CLEARED_NAMES[lines_to_clear.size()], " Score ", score) if goal <= 0: new_level() else: new_piece() func _on_ExplosionDelay_timeout(): for cleared_line in lines_to_clear: for y in range(cleared_line, NB_LINES+2): for x in range(NB_COLLUMNS): set_cell_item(x, y, 0, get_cell_item(x, y+1, 0)) func hold(): if not current_piece_held: if held_piece: var tmp = held_piece held_piece = current_piece current_piece = tmp current_piece.translation = START_POSITION else: held_piece = current_piece new_piece() held_piece.translation = HOLD_POSITION current_piece_held = true func pause(): playing = not playing if playing: $DropTimer.start() $LockDelay.start() print("RESUME") else: $DropTimer.stop() $LockDelay.stop() print("PAUSE") func game_over(): playing = false $DropTimer.stop() $AutoShiftDelay.stop() $AutoShiftTimer.stop() print("GAME OVER")