extends WorldEnvironment 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 password = "TETRIS 3000" const THERE = Vector3(0, 0, 0) const movements = { "move_right": Vector3(1, 0, 0), "move_left": Vector3(-1, 0, 0), "soft_drop": Vector3(0, -1, 0) } var random_bag = [] var next_piece var current_piece var held_piece var current_piece_held var autoshift_action = "" var playing = false func _ready(): load_user_data() func load_user_data(): var save_game = File.new() if not save_game.file_exists("user://data.save"): $Stats.high_score = 0 else: save_game.open_encrypted_with_pass("user://data.save", File.READ, password) $Stats.high_score = int(save_game.get_line()) $Stats/VBC/HighScore.text = str($Stats.high_score) save_game.close() func new_game(level): $GridMap.clear() if current_piece: remove_child(current_piece) if held_piece: remove_child(held_piece) held_piece = null autoshift_action = "" next_piece = random_piece() $MidiPlayer.position = 0 $Start.visible = false $Stats.new_game(level) new_piece() resume() func new_piece(): current_piece = next_piece current_piece.translation = $GridMap/Matrix/Position3D.translation current_piece.emit_trail(true) next_piece = random_piece() next_piece.translation = $GridMap/Next/Position3D.translation if move(THERE): $DropTimer.start() $LockDelay.start() current_piece_held = false else: game_over() 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_level(level): if level <= 15: $DropTimer.wait_time = pow(0.8 - ((level - 1) * 0.007), level - 1) else: $DropTimer.wait_time = 0.01 $LockDelay.wait_time = 0.5 * pow(0.9, level-15) func _unhandled_input(event): if event.is_action_pressed("pause"): if playing: pause($controls_ui) elif $controls_ui.enable_resume: resume() if event.is_action_pressed("toggle_fullscreen"): OS.window_fullscreen = not OS.window_fullscreen if playing: if autoshift_action and event.is_action_released(autoshift_action): $AutoShiftDelay.stop() $AutoShiftTimer.stop() autoshift_action = "" for action in movements: if Input.is_action_pressed(action): autoshift_action = action process_autoshift() $AutoShiftDelay.start() break for action in movements: if action != autoshift_action: if event.is_action_pressed(action): $AutoShiftTimer.stop() autoshift_action = action process_autoshift() $AutoShiftDelay.start() break if event.is_action_pressed("hard_drop"): hard_drop() if event.is_action_pressed("rotate_clockwise"): rotate(Tetromino.CLOCKWISE) if event.is_action_pressed("rotate_counterclockwise"): rotate(Tetromino.COUNTERCLOCKWISE) if event.is_action_pressed("hold"): hold() func _on_AutoShiftDelay_timeout(): if autoshift_action: process_autoshift() $AutoShiftTimer.start() func _on_AutoShiftTimer_timeout(): if autoshift_action: process_autoshift() func process_autoshift(): var moved = move(movements[autoshift_action]) if moved and (autoshift_action == "soft_drop"): $Stats.piece_dropped(1) func hard_drop(): var score = 0 while move(movements["soft_drop"]): score += 2 $Stats.piece_dropped(score) $LockDelay.stop() lock() func move(movement): var moved = current_piece.move(movement) if moved: $LockDelay.start() return moved func rotate(direction): if current_piece.rotate(direction): $LockDelay.start() func _on_DropTimer_timeout(): move(movements["soft_drop"]) func _on_LockDelay_timeout(): if not move(movements["soft_drop"]): lock() func lock(): if $GridMap.lock(current_piece): var lines_cleared = $GridMap.clear_lines() $Stats.piece_locked(lines_cleared, current_piece.t_spin) if lines_cleared or current_piece.t_spin: $MidiPlayer.piece_locked(lines_cleared) remove_child(current_piece) new_piece() else: game_over() func hold(): if not current_piece_held: current_piece_held = true var swap = current_piece current_piece = held_piece held_piece = swap held_piece.emit_trail(false) held_piece.translation = $GridMap/Hold/Position3D.translation if current_piece: current_piece.translation = $GridMap/Matrix/Position3D.translation current_piece.emit_trail(true) else: new_piece() func resume(): playing = true $DropTimer.start() $LockDelay.start() $Stats.time = OS.get_system_time_secs() - $Stats.time $Stats/Clock.start() $MidiPlayer.resume() $controls_ui.visible = false $Stats.visible = true $GridMap.visible = true current_piece.visible = true if held_piece: held_piece.visible = true next_piece.visible = true func pause(gui=null): playing = false $MidiPlayer.stop() $DropTimer.stop() $LockDelay.stop() $AutoShiftDelay.stop() $AutoShiftTimer.stop() $Stats/Clock.stop() $Stats.time = OS.get_system_time_secs() - $Stats.time if gui: gui.visible = true $Stats.visible = false $GridMap.visible = false current_piece.visible = false if held_piece: held_piece.visible = false next_piece.visible = false func game_over(): pause() current_piece.emit_trail(false) $FlashText.print("GAME\nOVER") $ReplayButton.visible = true func _on_ReplayButton_pressed(): pause($Start) $ReplayButton.visible = false func _notification(what): match what: MainLoop.NOTIFICATION_WM_FOCUS_OUT: if playing: pause($controls_ui) MainLoop.NOTIFICATION_WM_QUIT_REQUEST: save_user_data() get_tree().quit() func save_user_data(): var save_game = File.new() save_game.open_encrypted_with_pass("user://data.save", File.WRITE, password) save_game.store_line(str($Stats.high_score)) save_game.close()