Added Tile collision detection
This commit is contained in:
79
GameBoard.cs
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79
GameBoard.cs
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using Godot;
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public partial class GameBoard : Node2D
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{
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private PuzzleTile[,] _grid = new PuzzleTile[5, 4];
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private PuzzleTile _activeTile;
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// FIX 1: Use GD.Load and explicitly cast it to (PackedScene)
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private PackedScene _tileScene = (PackedScene)GD.Load("res://PuzzleTile.tscn");
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public override void _Ready()
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{
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// FIX 2: Explicitly cast the returned Node to (PuzzleTile)
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_activeTile = (PuzzleTile)GetNode("PuzzleTile");
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_activeTile.GridX = 0;
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_activeTile.GridY = 0;
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_grid[0, 0] = _activeTile;
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SpawnObstacle(4, 0);
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}
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private void SpawnObstacle(int x, int y)
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{
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// FIX 3: Explicitly cast the instantiated object to (PuzzleTile)
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PuzzleTile obstacle = (PuzzleTile)_tileScene.Instantiate();
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AddChild(obstacle);
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obstacle.GridX = x;
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obstacle.GridY = y;
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obstacle.Position = new Vector2(x * 128, y * 128);
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obstacle.Modulate = new Color(1, 0, 0);
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_grid[x, y] = obstacle;
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}
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public override void _Process(double delta)
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{
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if (_activeTile == null || _activeTile.IsMoving) return;
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Vector2 direction = Vector2.Zero;
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if (Input.IsActionJustPressed("ui_right")) direction.X = 1;
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else if (Input.IsActionJustPressed("ui_left")) direction.X = -1;
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else if (Input.IsActionJustPressed("ui_down")) direction.Y = 1;
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else if (Input.IsActionJustPressed("ui_up")) direction.Y = -1;
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if (direction != Vector2.Zero)
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{
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CalculateSlide(_activeTile, (int)direction.X, (int)direction.Y);
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}
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}
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private void CalculateSlide(PuzzleTile tile, int dirX, int dirY)
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{
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int testX = tile.GridX;
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int testY = tile.GridY;
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while (true)
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{
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int nextX = testX + dirX;
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int nextY = testY + dirY;
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if (nextX < 0 || nextX >= 5 || nextY < 0 || nextY >= 4) break;
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if (_grid[nextX, nextY] != null) break;
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testX = nextX;
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testY = nextY;
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}
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if (testX == tile.GridX && testY == tile.GridY) return;
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_grid[tile.GridX, tile.GridY] = null;
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_grid[testX, testY] = tile;
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tile.SlideTo(testX, testY);
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}
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}
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1
GameBoard.cs.uid
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1
GameBoard.cs.uid
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uid://rpsqpmj7vt7d
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84
Player.cs
84
Player.cs
@@ -1,84 +0,0 @@
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using Godot;
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public partial class Player : Sprite2D
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{
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// 1. Logical Grid Coordinates (0,0 is top left)
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private int _gridX = 0;
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private int _gridY = 0;
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// The default Godot icon is 128x128 pixels
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private int _tileSize = 128;
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// State machine flag to prevent input while sliding
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private bool _isMoving = false;
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public override void _Process(double delta)
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{
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// If we are currently animating a slide, ignore the keyboard
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if (_isMoving) return;
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Vector2 direction = Vector2.Zero;
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// Trigger only once per key press
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if (Input.IsActionJustPressed("ui_right")) direction.X = 1;
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else if (Input.IsActionJustPressed("ui_left")) direction.X = -1;
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else if (Input.IsActionJustPressed("ui_down")) direction.Y = 1;
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else if (Input.IsActionJustPressed("ui_up")) direction.Y = -1;
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if (direction != Vector2.Zero)
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{
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SlideTile((int)direction.X, (int)direction.Y);
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}
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}
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private void SlideTile(int dirX, int dirY)
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{
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int testGridX = _gridX;
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int testGridY = _gridY;
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// 1. The "Slide on Ice" Loop
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while (true)
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{
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int nextGridX = testGridX + dirX;
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int nextGridY = testGridY + dirY;
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// Check if the next step is outside the 5x4 boundary
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if (nextGridX < 0 || nextGridX >= 5 || nextGridY < 0 || nextGridY >= 4)
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{
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break; // Stop looking, we hit a wall!
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}
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// TODO: In the future, we will also check:
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// if (_gridArray[nextGridX, nextGridY] != null) { break; }
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// If the space is valid, update our test coordinates and loop again
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testGridX = nextGridX;
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testGridY = nextGridY;
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}
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// 2. Did we actually move?
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if (testGridX == _gridX && testGridY == _gridY)
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{
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return; // We were already against a wall, do nothing
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}
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// 3. Update our logical position to the final destination
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_gridX = testGridX;
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_gridY = testGridY;
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Vector2 targetPixelPos = new Vector2(_gridX * _tileSize, _gridY * _tileSize);
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// 4. Calculate animation time based on distance traveled
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// So moving 4 tiles doesn't look 4x faster than moving 1 tile
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float distance = Mathf.Abs(dirX != 0 ? _gridX - testGridX : _gridY - testGridY) * _tileSize;
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// Use a base speed (e.g., 600 pixels per second)
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float tweenDuration = distance / 600.0f;
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// 5. Animate the slide
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_isMoving = true;
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Tween tween = CreateTween();
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tween.TweenProperty(this, "position", targetPixelPos, tweenDuration);
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tween.Finished += () => _isMoving = false;
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}
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}
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28
PuzzleTile.cs
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28
PuzzleTile.cs
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using Godot;
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public partial class PuzzleTile : Sprite2D
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{
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// Public properties so the GameBoard can read/write them
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public int GridX { get; set; }
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public int GridY { get; set; }
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public bool IsMoving { get; private set; } = false;
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private int _tileSize = 128;
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// The board will call this method when it calculates a valid move
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public void SlideTo(int targetX, int targetY)
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{
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// Calculate distance for animation speed
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float distance = Mathf.Abs(targetX != GridX ? targetX - GridX : targetY - GridY) * _tileSize;
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float tweenDuration = distance / 600.0f;
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GridX = targetX;
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GridY = targetY;
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Vector2 targetPixelPos = new Vector2(GridX * _tileSize, GridY * _tileSize);
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IsMoving = true;
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Tween tween = CreateTween();
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tween.TweenProperty(this, "position", targetPixelPos, tweenDuration);
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tween.Finished += () => IsMoving = false;
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}
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}
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8
PuzzleTile.tscn
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8
PuzzleTile.tscn
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[gd_scene format=3 uid="uid://6v1r7bxv6tw0"]
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[ext_resource type="Texture2D" uid="uid://chvsugc1m4gqu" path="res://icon.svg" id="1_r1bor"]
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[ext_resource type="Script" uid="uid://cw3xemcqi21rw" path="res://PuzzleTile.cs" id="2_xifec"]
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[node name="PuzzleTile" type="Sprite2D" unique_id=2135824193]
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texture = ExtResource("1_r1bor")
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script = ExtResource("2_xifec")
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@@ -1,10 +1,9 @@
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[gd_scene format=3 uid="uid://cun63uvd6k6eg"]
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[ext_resource type="Texture2D" uid="uid://chvsugc1m4gqu" path="res://icon.svg" id="1_0xm2m"]
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[ext_resource type="Script" uid="uid://cw3xemcqi21rw" path="res://Player.cs" id="2_0xm2m"]
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[ext_resource type="Script" uid="uid://rpsqpmj7vt7d" path="res://GameBoard.cs" id="1_0xm2m"]
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[ext_resource type="PackedScene" uid="uid://6v1r7bxv6tw0" path="res://PuzzleTile.tscn" id="1_ig7tw"]
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[node name="Main" type="Node2D" unique_id=673288413]
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script = ExtResource("1_0xm2m")
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[node name="Player" type="Sprite2D" parent="." unique_id=1433899478]
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texture = ExtResource("1_0xm2m")
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script = ExtResource("2_0xm2m")
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[node name="PuzzleTile" parent="." unique_id=2135824193 instance=ExtResource("1_ig7tw")]
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