VegeCard/Scripts/GameManager.gd

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GDScript3
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extends Node
@export var cols : int
@export var cell_size : Vector2i
@export var left_top_of_board : Marker2D
@export var init_card_anchos : Array[Marker2D]
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@export var score_num_label : Label
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signal dragging_card
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signal release_dragging_card
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signal place_card
signal kill_cards
var score = 0
var waitting_cards_num = 4
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var has_mouse: bool = false
var dragged_card : Card
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var hovered_cell_control : ColorRect
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var hovered_cell : Vector2 = Global.invalid_cell_index
var board_info : Array = []
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const GLOBAL_LEFT_TOP = "global-left-top"
const GLOBAL_CENTER = "global-center"
const INDEX = "index"
const AREA = "area"
const HOLD_CARD = "hold-card"
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const HOLD_CARD_VALUE = "hold-card-value"
const HOLD_CARD_CATEGORY = "hold-card-category"
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const hovered_color = "015aafb8"
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func _ready() -> void:
init_game()
dragging_card.connect(_on_dragging_card)
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release_dragging_card.connect(_on_release_dragging_card)
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place_card.connect(_on_place_card)
kill_cards.connect(_on_kill_cards)
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func init_game() -> void:
board_info = create_cells()
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score = 0
waitting_cards_num = init_card_anchos.size()
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send_cards()
func create_cells() -> Array:
var cells_matrix = []
var init_pos = Vector2(left_top_of_board.global_position.x, left_top_of_board.global_position.y)
for i in range(0, cols):
var row = []
for j in range(0, cols):
var left_top_pos = Vector2(init_pos.x + i * cell_size.x, init_pos.y + j * cell_size.y)
var center_pos = Vector2(left_top_pos.x + cell_size.x / 2, left_top_pos.y + cell_size.y / 2)
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var cell = setup_cell_rect(left_top_pos, cell_size)
$BoardCells.add_child(cell)
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var dict = {
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GLOBAL_LEFT_TOP : left_top_pos,
GLOBAL_CENTER : center_pos,
INDEX: Vector2i(i, j),
AREA : cell,
HOLD_CARD : null
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}
row.append(dict)
cells_matrix.append(row)
return cells_matrix
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func setup_cell_rect(left_top: Vector2, size: Vector2i) -> ColorRect:
var cell = ColorRect.new()
cell.color = Color(hovered_color)
cell.size = cell_size
cell.global_position = left_top
cell.visible = false
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return cell
func _process(_delta: float) -> void:
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var cell = clamp_cell()
if hovered_cell_control != null:
hovered_cell_control.visible = false
if cell != null:
hovered_cell_control = cell
cell.visible = true
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func _on_dragging_card(card: Card) -> void:
dragged_card = card
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func _on_release_dragging_card(card: Card, index: Vector2i) -> void:
dragged_card = null
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waitting_cards_num -= 1
if waitting_cards_num == 0:
waitting_cards_num = init_card_anchos.size()
send_cards()
func _on_place_card(card: Card, index: Vector2i) -> void:
var cell_info = board_info[index.x][index.y]
var lt = cell_info[GLOBAL_LEFT_TOP]
card.global_position = lt
card.settled = true
cell_info[HOLD_CARD] = card
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cell_info[HOLD_CARD_VALUE] = card.value
cell_info[HOLD_CARD_CATEGORY] = card.category
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card.index = index
try_kill_card(index)
func try_kill_card(index: Vector2i) -> void:
var detected_cards = detect_cards(index)
if detected_cards.size() > 1:
emit_signal("kill_cards", detected_cards)
func detect_cards(index: Vector2i) -> Array[Vector2i]:
var cell_info = board_info[index.x][index.y]
var card = cell_info[HOLD_CARD]
if card == null:
return []
return _detect_cards(index, index, [])
func _detect_cards(index: Vector2i, origin_index: Vector2i, visited) -> Array[Vector2i]:
# 检查是否越界或已经访问
if index.x < 0 or index.y < 0 or index.x >= cols or index.y >= cols:
return []
if index in visited:
return []
# 标记当前格子为已访问
visited.append(index)
var cell_info = board_info[index.x][index.y]
var origin_cell_info = board_info[origin_index.x][origin_index.y]
# 如果当前格子为空值为0则返回空列表
if cell_info[HOLD_CARD] == null:
return []
# 当前格子含有棋子,将其加入结果
if cell_info[HOLD_CARD].category == origin_cell_info[HOLD_CARD].category and cell_info[HOLD_CARD].value == origin_cell_info[HOLD_CARD].value:
var result : Array[Vector2i] = [index]
# 检查上下左右相邻格子
var directions = [
Vector2i(0, 1), # 上
Vector2i(0, -1), # 下
Vector2i(1, 0), # 右
Vector2i(-1, 0) # 左
]
for dir in directions:
result += _detect_cards(index + dir, index, visited)
return result
return []
func _on_kill_cards(index_array: Array[Vector2i]) -> void:
print("------*****--------")
for i in index_array:
var cell_info = board_info[i.x][i.y]
var card = cell_info[HOLD_CARD] as Card
cell_info[HOLD_CARD] = null
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cell_info[HOLD_CARD_CATEGORY] = 0
cell_info[HOLD_CARD_VALUE] = -999
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card.index = Global.invalid_cell_index
card.queue_free()
print("kill-" + str(i) + "-" + str(cell_info))
score += 1
score_num_label.text = str(score)
print("-------------------")
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func get_hover_cell_index() -> Vector2i:
var mouse_global_position = $MouseAnchor.get_global_mouse_position()
return get_cell_on_pos(mouse_global_position)
func get_cell_on_pos(pos: Vector2) -> Vector2i:
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if pos.x < left_top_of_board.global_position.x or pos.y < left_top_of_board.global_position.y:
return Global.invalid_cell_index
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var relative_pos = Vector2(pos.x - left_top_of_board.global_position.x, pos.y - left_top_of_board.global_position.y)
var index = Vector2i(int(relative_pos.x) / cell_size.x, int(relative_pos.y) / cell_size.y)
if index.x < 0 or index.x >= cols or index.y < 0 or index.y >= cols:
index = Global.invalid_cell_index
return index
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func clamp_cell() -> ColorRect:
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var index = get_hover_cell_index()
if index != Global.invalid_cell_index:
var cell_info = board_info[index.x][index.y]
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var cell = cell_info[AREA]
if cell != null:
var control = cell as ColorRect
return control
return null
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func send_cards() -> void:
var card_prefab = load("res://Scenes/Card.tscn")
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for i in range(waitting_cards_num):
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var pos = init_card_anchos[i].global_position
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var card_instance = card_prefab.instantiate() as Card
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var card_size = (card_instance as Card).texture_normal.get_size()
card_instance.global_position = Vector2(pos.x - card_size.x / 2, pos.y - card_size.y / 2)
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var val = randi() % 9 + 1
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var cate_num = randi() % 4
card_instance.setup_card(cate_num, val)
$Cards.add_child(card_instance)
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func _on_board_area_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
if not event.pressed:
try_place_card(dragged_card)
func try_place_card(card: Card) -> void:
var index = get_hover_cell_index()
if dragged_card == null or index == Global.invalid_cell_index:
return
var cell_info = board_info[index.x][index.y]
if cell_info[HOLD_CARD] == null:
emit_signal("release_dragging_card", card, index)
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emit_signal("place_card", card, index)