extends Reference class_name Logic const i := [ 0, 0, 0, 0, 1, 1, 1, 1 ] const j := [ 0, 1, 1, 1, 0, 0, 0, 1 ] const l := [ 1, 1, 1, 0, 1 ] const o := [ 0, 1, 1, 0, 0, 1, 1 ] const s := [ 0, 1, 1, 0, 1, 1 ] const t := [ 0, 1, 0, 0, 1, 1, 1 ] const z := [ 1, 1, 0, 0, 0, 1, 1 ] const piece_bag := [i, i, i, i, j, j, j, j, l, l, l, l, o, o, o, o, s, s, s, s, t, t, t, t, z, z, z, z] const piece_indexs := {i: 0, j: 1, l: 2, o: 3, s: 4, t: 5, z: 6} static func create_matrix(rows: int, columns: int) -> Array: var matrix = [] for y in range(rows): matrix.append([]) for _x in range(columns): matrix[y].append(0) return matrix static func valid_move(matrix: Array, piece, offset := Vector2()) -> bool: offset += piece.position for y in range(4): for x in range(4): if get_index_or_null(piece.shape, y, x) > 0: #warning-ignore-all:narrowing_conversion if ( get_index_or_null(matrix, y + offset.y, x + offset.x) == null or get_index_or_null(matrix, y + offset.y, x + offset.x) > 0 or x + offset.x < 0 or y + offset.y >= len(matrix) or x + offset.x >= len(matrix[y]) ): return false return true static func clear_lines(matrix: Array) -> PoolIntArray: var clearable_lines := PoolIntArray() var y = len(matrix) while y > 0: # go from the bottom up y -= 1 if matrix[y].min() > 0: # if a line has no empty for yy in range(y, 1, -1): # move all lines dodwn matrix[yy] = matrix[yy - 1] clearable_lines.append(y) y += 1 # and go down one, to check the new thing return clearable_lines static func get_index_or_null(arr: Array, y: int, x: int) -> int: return arr[y][x] if y < len(arr) and x < len(arr[y]) else null