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2 Commits

Author SHA1 Message Date
Elijah Voigt 66c6019ea4 Skip is still buggy but just... less so. 2 months ago
Elijah Voigt a73f5ddb05 Base implementation of space to skip piece to end
It is buggy, but it is something...
2 months ago

@ -42,13 +42,13 @@ fn main() {
add_piece
.run_if(not(any_with_component::<Shape>))
.after(update_next_shapes),
update_shape_blocks
.run_if(any_component_added::<Shape>.or(any_component_changed::<Shape>)),
falling
.run_if(in_state(GameState::Falling))
.run_if(clock_cycle(1.0)),
update_position.run_if(any_component_changed::<GridPosition>),
deactivate_shape.run_if(any_component_removed::<Shape>),
update_shape_blocks
.run_if(any_component_added::<Shape>.or(any_component_changed::<Shape>)).after(update_position),
deactivate_shape.run_if(any_component_removed::<Shape>).after(update_shape_blocks),
check_line_removal,
// Clearing lines systems
clear_line.run_if(any_component_changed::<LineBlocks>),
@ -487,8 +487,32 @@ impl Shape {
output
}
fn height(&self) -> usize {
let mut x = 0;
match self {
Self::M4(this) => {
for i in 0..4 {
if this.col(i).to_array().contains(&1.0) {
x += 1
}
}
}
Self::M3(this) => {
for i in 0..3 {
if this.col(i).to_array().contains(&1.0) {
x += 1
}
}
}
};
x
}
}
// TODO: move to trigger
fn update_position(
mut changed: Query<
(Entity, &GridPosition, &mut Transform),
@ -506,9 +530,9 @@ fn update_position(
});
}
// TODO: Inline this to when movement occurs
// TODO: Move to trigger
fn update_shape_blocks(
query: Query<(Entity, &Shape, &GridPosition), Or<(Added<Shape>, Changed<Shape>)>>,
query: Query<(Entity, &Shape, &GridPosition), Or<(Added<Shape>, Changed<Shape>, Added<GridPosition>, Changed<GridPosition>)>>,
mut blocks: Query<&mut GridPosition, (With<ShapeBlock>, Without<Shape>)>,
mut commands: Commands,
visuals: Res<Visuals>,
@ -565,6 +589,9 @@ fn kb_input(
KeyCode::ArrowRight => {
commands.entity(e).trigger(Movement::Right);
}
KeyCode::Space => {
commands.entity(e).trigger(Movement::Skip);
}
KeyCode::Escape => next.set(match curr.get() {
GameState::Falling => GameState::Pause,
GameState::Pause => GameState::Falling,
@ -617,10 +644,11 @@ fn clock_cycle(n: f32) -> impl FnMut(Res<Time>, Local<f32>) -> bool {
}
fn add_piece(mut commands: Commands, mut shapes: ResMut<ShapesBuffer>) {
let this_shape = shapes.next.pop_front().unwrap();
commands
.spawn((
GridPosition::default(),
shapes.next.pop_front().unwrap(),
GridPosition { y: Y_MAX - this_shape.height(), ..default() },
this_shape,
))
.observe(movement);
}
@ -705,6 +733,7 @@ enum Movement {
Left,
Right,
Rotate,
Skip,
}
// TODO: When out of bounds left/right, try to move piece away from wall
@ -719,57 +748,67 @@ fn movement(
shape.get_mut(trigger.target()),
grid_positions.get(trigger.target()),
) {
let (new_center, new_shape) = match trigger.event() {
Movement::Down => (center.with_offset(0, -1), *this_shape),
Movement::Left => (center.with_offset(-1, 0), *this_shape),
Movement::Right => (center.with_offset(1, 0), *this_shape),
Movement::Rotate => (Ok(*center), this_shape.rotated()),
let new_positions = match trigger.event() {
Movement::Down => vec![center.with_offset(0, -1)],
Movement::Left => vec![center.with_offset(-1, 0)],
Movement::Right => vec![center.with_offset(1, 0)],
Movement::Rotate => vec![Ok(*center)],
Movement::Skip => (1..=center.y).map(|i| center.with_offset(0, -(i as isize))).collect(),
};
let new_shape = match trigger.event() {
Movement::Down | Movement::Left | Movement::Right | Movement::Skip => *this_shape,
Movement::Rotate => this_shape.rotated(),
};
debug!(
"Proposed change: {:?}\n{}",
new_center,
new_positions,
new_shape.as_ascii()
);
match new_center {
Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => (), // Do nothing
Err(GameError::OutOfBoundsDown) => {
commands.entity(trigger.target()).remove::<Shape>();
}
Err(GameError::Collision) => panic!("This shouldn't happen!"),
Ok(new_center) => {
let new_blocks = new_shape.coordinates(&new_center);
for block_gp in new_blocks {
match block_gp {
Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => {
return;
} // Do nothing
Err(GameError::OutOfBoundsDown) => {
commands.entity(trigger.target()).remove::<Shape>();
return;
}
Err(GameError::Collision) => panic!("This shouldn't happen!"),
Ok(gp) => {
for other_gp in inactive.iter() {
// If there would be a collision between blocks
if gp == *other_gp {
// And we are moving down
if *trigger.event() == Movement::Down {
// De-activate this piece
commands.entity(trigger.target()).remove::<Shape>();
for position in new_positions {
match position {
Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => (), // Do nothing
Err(GameError::OutOfBoundsDown) => {
commands.entity(trigger.target()).remove::<Shape>();
}
Err(GameError::Collision) => panic!("This shouldn't happen!"),
Ok(new_center) => {
let new_blocks = new_shape.coordinates(&new_center);
for block_gp in new_blocks {
match block_gp {
Err(GameError::OutOfBoundsLeft) | Err(GameError::OutOfBoundsRight) => {
return;
} // Do nothing
Err(GameError::OutOfBoundsDown) => {
commands.entity(trigger.target()).remove::<Shape>();
return;
}
Err(GameError::Collision) => panic!("This shouldn't happen!"),
Ok(gp) => {
for other_gp in inactive.iter() {
// If there would be a collision between blocks
if gp == *other_gp {
// And we are moving down
if *trigger.event() == Movement::Down {
// De-activate this piece
commands.entity(trigger.target()).remove::<Shape>();
}
// Regardless, cancel the move
return;
}
// Regardless, cancel the move
return;
}
}
}
}
debug!("Checks passed for {position:?}, committing change");
// Update center
let mut gp = grid_positions.get_mut(trigger.target()).unwrap();
*gp = new_center;
// Update shape/rotation
let mut s = shape.get_mut(trigger.target()).unwrap();
*s = new_shape;
}
// Update center
let mut gp = grid_positions.get_mut(trigger.target()).unwrap();
*gp = new_center;
// Update shape/rotation
let mut s = shape.get_mut(trigger.target()).unwrap();
*s = new_shape;
}
}
} else {
@ -796,13 +835,15 @@ fn deactivate_shape(
events.read().for_each(|target| {
parent.iter_descendants(target).for_each(|block| {
let GridPosition { y, .. } = grid_positions.get(block).unwrap();
let parent_line = lines
if let Some(parent_line) = lines
.iter()
.find_map(|(e, Line(i))| (*y == *i).then_some(e))
.unwrap(); // TODO: This crashed once kinda late in a game... why?
commands
.entity(parent_line)
.add_one_related::<LineBlock>(block);
.find_map(|(e, Line(i))| (*y == *i).then_some(e)) {
commands
.entity(parent_line)
.add_one_related::<LineBlock>(block);
} else {
error!("wtf?");
}
});
commands.entity(target).despawn();
});

@ -83,3 +83,10 @@ fn test_coordinates() {
assert_eq!(actual, expected);
}
#[test]
fn test_height() {
assert_eq!(Shape::new_t().height(), 2);
assert_eq!(Shape::new_i().height(), 4);
assert_eq!(Shape::new_l().height(), 3);
}

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