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