Added Tile collision detection

This commit is contained in:
2026-08-19 09:45:34 +01:00
parent 703e130a78
commit 045f390336
7 changed files with 120 additions and 89 deletions

79
GameBoard.cs Normal file
View File

@@ -0,0 +1,79 @@
using Godot;
public partial class GameBoard : Node2D
{
private PuzzleTile[,] _grid = new PuzzleTile[5, 4];
private PuzzleTile _activeTile;
// FIX 1: Use GD.Load and explicitly cast it to (PackedScene)
private PackedScene _tileScene = (PackedScene)GD.Load("res://PuzzleTile.tscn");
public override void _Ready()
{
// FIX 2: Explicitly cast the returned Node to (PuzzleTile)
_activeTile = (PuzzleTile)GetNode("PuzzleTile");
_activeTile.GridX = 0;
_activeTile.GridY = 0;
_grid[0, 0] = _activeTile;
SpawnObstacle(4, 0);
}
private void SpawnObstacle(int x, int y)
{
// FIX 3: Explicitly cast the instantiated object to (PuzzleTile)
PuzzleTile obstacle = (PuzzleTile)_tileScene.Instantiate();
AddChild(obstacle);
obstacle.GridX = x;
obstacle.GridY = y;
obstacle.Position = new Vector2(x * 128, y * 128);
obstacle.Modulate = new Color(1, 0, 0);
_grid[x, y] = obstacle;
}
public override void _Process(double delta)
{
if (_activeTile == null || _activeTile.IsMoving) return;
Vector2 direction = Vector2.Zero;
if (Input.IsActionJustPressed("ui_right")) direction.X = 1;
else if (Input.IsActionJustPressed("ui_left")) direction.X = -1;
else if (Input.IsActionJustPressed("ui_down")) direction.Y = 1;
else if (Input.IsActionJustPressed("ui_up")) direction.Y = -1;
if (direction != Vector2.Zero)
{
CalculateSlide(_activeTile, (int)direction.X, (int)direction.Y);
}
}
private void CalculateSlide(PuzzleTile tile, int dirX, int dirY)
{
int testX = tile.GridX;
int testY = tile.GridY;
while (true)
{
int nextX = testX + dirX;
int nextY = testY + dirY;
if (nextX < 0 || nextX >= 5 || nextY < 0 || nextY >= 4) break;
if (_grid[nextX, nextY] != null) break;
testX = nextX;
testY = nextY;
}
if (testX == tile.GridX && testY == tile.GridY) return;
_grid[tile.GridX, tile.GridY] = null;
_grid[testX, testY] = tile;
tile.SlideTo(testX, testY);
}
}