Added initial version of loop-drawing functionality.

master
Nekojimi 3 years ago
parent dd4ff4da14
commit 61091b05db
  1. BIN
      GridNumbers.xcf
  2. 2
      default_env.tres
  3. 19
      project.godot
  4. 8
      scenes/Cell.tscn
  5. 21
      scenes/GameScene.tscn
  6. 18
      scenes/Line.tscn
  7. 10
      scenes/Scene.tscn
  8. 37
      scripts/Cell.gd
  9. 238
      scripts/GameScene.gd
  10. 32
      scripts/GameState.gd
  11. 47
      scripts/Line.gd
  12. 16
      scripts/PlayerController.gd

Binary file not shown.

@ -1,5 +1,7 @@
[gd_resource type="Environment" load_steps=2 format=2] [gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1] [sub_resource type="ProceduralSky" id=1]
[resource] [resource]
background_mode = 2 background_mode = 2
background_sky = SubResource( 1 ) background_sky = SubResource( 1 )

@ -9,20 +9,39 @@
config_version=4 config_version=4
_global_script_classes=[ { _global_script_classes=[ {
"base": "Node2D",
"class": "GameScene",
"language": "GDScript",
"path": "res://scripts/GameScene.gd"
}, {
"base": "Reference",
"class": "GameState",
"language": "GDScript",
"path": "res://scripts/GameState.gd"
}, {
"base": "", "base": "",
"class": "GitAPI", "class": "GitAPI",
"language": "NativeScript", "language": "NativeScript",
"path": "res://addons/godot-git-plugin/git_api.gdns" "path": "res://addons/godot-git-plugin/git_api.gdns"
} ] } ]
_global_script_class_icons={ _global_script_class_icons={
"GameScene": "",
"GameState": "",
"GitAPI": "" "GitAPI": ""
} }
[application] [application]
config/name="LoopyTest" config/name="LoopyTest"
run/main_scene="res://scenes/GameScene.tscn"
config/icon="res://icon.png" config/icon="res://icon.png"
[debug]
gdscript/warnings/treat_warnings_as_errors=true
gdscript/warnings/return_value_discarded=false
gdscript/warnings/integer_division=false
[gdnative] [gdnative]
singletons=[ "res://addons/godot-git-plugin/git_api.gdnlib" ] singletons=[ "res://addons/godot-git-plugin/git_api.gdnlib" ]

@ -0,0 +1,8 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://scripts/Cell.gd" type="Script" id=1]
[node name="Cell" type="Polygon2D"]
position = Vector2( 329, 258 )
polygon = PoolVector2Array( 35.3553, 35.3553, -35.3553, 35.3553, -35.3553, -35.3553, 35.3553, -35.3553 )
script = ExtResource( 1 )

@ -0,0 +1,21 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://scripts/Line.gd" type="Script" id=1]
[ext_resource path="res://scripts/GameScene.gd" type="Script" id=2]
[ext_resource path="res://scripts/PlayerController.gd" type="Script" id=3]
[node name="GameBoard" type="Node2D"]
script = ExtResource( 2 )
[node name="Cell" parent="." instance_placeholder="res://Cell.tscn"]
color = Color( 0.978975, 0.256011, 0.734578, 1 )
[node name="Line" type="Line2D" parent="."]
position = Vector2( 55.0797, -23.3827 )
points = PoolVector2Array( 236.347, 320.204, 236.382, 243.676 )
default_color = Color( 0.537255, 0.537255, 0.537255, 1 )
script = ExtResource( 1 )
[node name="PlayerController" type="Node" parent="."]
script = ExtResource( 3 )

@ -0,0 +1,18 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://scripts/Line.gd" type="Script" id=1]
[sub_resource type="CapsuleShape2D" id=1]
height = 10.2288
[node name="Line" type="Line2D"]
points = PoolVector2Array( 0, 0, 1, 1 )
default_color = Color( 0.537255, 0.537255, 0.537255, 1 )
script = ExtResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
shape = SubResource( 1 )
[connection signal="mouse_entered" from="Area2D" to="." method="_on_Area2D_mouse_entered"]
[connection signal="mouse_exited" from="Area2D" to="." method="_on_Area2D_mouse_exited"]

@ -0,0 +1,10 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://scripts/PlayerController.gd" type="Script" id=3]
[ext_resource path="res://scripts/GameScene.gd" type="Script" id=4]
[node name="Node2D" type="Node2D"]
script = ExtResource( 4 )
[node name="PlayerController" type="Node" parent="."]
script = ExtResource( 3 )

@ -0,0 +1,37 @@
extends Polygon2D
export var sides: int = 4
export var size: float = 50
var idx: int
var accessor: GameScene.CellAccessor
var moveSpeed: float = rand_range(0.5,1.5)
func _ready() -> void:
init()
func init() -> void:
var points: PoolVector2Array = []
for side in range(sides):
var angle: float = ((side / float(sides)) + (0.5 / sides) ) * (2 * PI)
points.append(Vector2(cos(angle),sin(angle)) * size)
polygon = points
# color = Color(randf(),randf(),randf())
accessor = get_parent().get_cell(idx)
func _process(delta):
var target: Vector2 = accessor.get_pos() + Vector2(size,size)
position = position.linear_interpolate(target,delta*moveSpeed)
var owner: int = accessor.get_owner()
match owner:
0:
color = Color.white
1:
color = Color.pink
2:
color = Color.skyblue

@ -0,0 +1,238 @@
extends Node2D
export var boardSize: Vector2 = Vector2(10,7)
class_name GameScene
var reality: GameState
var simulate: GameState
func _ready() -> void:
reality = GameState.new()
reality.init_arrays(boardSize)
var cellScene: PackedScene = load("res://scenes/Cell.tscn")
var lineScene: PackedScene = load("res://scenes/Line.tscn")
for cellIdx in range(reality.get_cell_count()):
var cell: Node = cellScene.instance()
cell.idx = cellIdx
add_child(cell)
for lineIdx in range(reality.get_line_count()):
var line: Node = lineScene.instance()
line.idx = lineIdx
add_child(line)
line.connect("line_clicked", self, "_line_clicked")
print("Lines at 0,0: %s" % [get_lines_by_grid(Vector2(0,0))])
print("Lines at 0,1: %s" % [get_lines_by_grid(Vector2(0,1))])
func _line_clicked(lineIdx: int):
var line: LineAccessor = get_line(lineIdx)
line.set_owner(1)
var surrounds: int = test_line_surrounds(lineIdx)
print("Line %d clicked! Surrounded: %d" % [lineIdx, surrounds])
# +ve: down and left
# -ve: up and right
var cell: CellAccessor = null
if surrounds > 0:
if line.get_horizontal():
cell = get_cell_by_grid(line.get_grid1() + Vector2(0,1))
else:
cell = get_cell_by_grid(line.get_grid1())
elif surrounds < 0:
if line.get_horizontal():
cell = get_cell_by_grid(line.get_grid1())
else:
cell = get_cell_by_grid(line.get_grid1() + Vector2(1,0))
if cell != null:
flood_owner(cell, 1)
func flood_owner(cell: CellAccessor, owner: int):
if cell.get_owner() != 0:
return
cell.set_owner(owner)
if get_line_by_grid(cell.get_grid() - Vector2(0,1), true).get_owner() == 0:
flood_owner(get_cell_by_grid(cell.get_grid() - Vector2(0,1)), owner)
if get_line_by_grid(cell.get_grid(), true).get_owner() == 0:
flood_owner(get_cell_by_grid(cell.get_grid() + Vector2(0,1)), owner)
if get_line_by_grid(cell.get_grid() - Vector2(1,0), false).get_owner() == 0:
flood_owner(get_cell_by_grid(cell.get_grid() - Vector2(1,0)), owner)
if get_line_by_grid(cell.get_grid(), false).get_owner() == 0:
flood_owner(get_cell_by_grid(cell.get_grid() + Vector2(1,0)), owner)
func test_line_surrounds(startIdx: int) -> int:
var startLine: LineAccessor = get_line(startIdx)
var grid0: Vector2 = startLine.get_grid0()
var grid1: Vector2 = startLine.get_grid1()
var openSet: Array = [grid0] # points yet to visit
var closedSet: Array = [] # points visited already
while openSet.size() > 0:
var point: Vector2 = openSet.pop_front()
closedSet.push_back(point)
var lines: Array = get_lines_by_grid(point)
for line in lines:
if line.get_owner() == 0:
continue # don't follow unowned lines
if line.idx == startIdx:
continue # don't follow the start line
var otherSide: Vector2 = line.get_grid_other_end(point)
if otherSide == grid1:
closedSet.append(otherSide)
print("Loop found: %s" % [closedSet])
return calulate_winding(closedSet) # we made it!
if otherSide in closedSet:
continue # been there done that
elif otherSide in openSet:
continue # we already plan to go there
else:
openSet.push_back(otherSide)
return 0
func calulate_winding(points: Array) -> int:
# Sum over the edges, (x2 − x1)(y2 + y1).
# If the result is positive the curve is clockwise, if it's negative the curve is counter-clockwise.
# (The result is twice the enclosed area, with a +/- convention.)
var ret: int = 0
for idx in range(points.size()):
var point1: Vector2 = points[idx-1]
var point2: Vector2 = points[idx]
ret += int(point2.x - point1.x) * int(point2.y + point1.y)
return ret/2
func get_cell(idx: int) -> CellAccessor:
var ret: CellAccessor = CellAccessor.new()
ret.gameScene = self
ret.idx = idx
return ret
func get_cell_idx_by_grid(pos: Vector2) -> int:
return int((pos.y * boardSize.x) + pos.x)
func get_cell_by_grid(pos: Vector2) -> CellAccessor:
return get_cell(get_cell_idx_by_grid(pos))
func get_line(idx: int) -> LineAccessor:
var ret: LineAccessor = LineAccessor.new()
ret.idx = idx
ret.gameScene = self
return ret
func get_line_by_grid(pos: Vector2, horizontal: bool) -> LineAccessor:
var idx: int
if horizontal:
idx = get_cell_idx_by_grid(pos)
else:
var cellsLastRow: int = int ((boardSize.x * boardSize.y) - boardSize.x)
idx = int(cellsLastRow + pos.y + (pos.x * boardSize.y))
return get_line(idx)
func get_lines_by_grid(grid: Vector2) -> Array:
var ret: Array = []
if grid.y >= 0:
ret.append(get_line_by_grid(grid, false))
if grid.x >= 0:
ret.append(get_line_by_grid(grid, true))
ret.append(get_line_by_grid(grid + Vector2(0,1),false))
ret.append(get_line_by_grid(grid + Vector2(1,0),true))
return ret
class CellAccessor:
var gameScene: GameScene
var idx: int
func get_state(real: bool = true): # NOTE: duplicated
if real:
return gameScene.reality
else:
return gameScene.simulate
func get_owner(real: bool = true) -> int:
return get_state(real).cellOwners[idx]
func set_owner(owner: int, real: bool = true):
get_state(real).cellOwners[idx] = owner
func get_grid() -> Vector2:
var col: int = idx % int(gameScene.boardSize.x)
var row: int = idx / int(gameScene.boardSize.x)
return Vector2(col,row)
func get_pos() -> Vector2:
return get_grid() * 75
class LineAccessor:
var gameScene: GameScene
var idx: int
func get_state(real: bool = true): # NOTE: duplicated
if real:
return gameScene.reality
else:
return gameScene.simulate
func get_owner(real: bool = true) -> int:
return get_state(real).lineOwners[idx]
func set_owner(owner: int, real: bool = true):
get_state(real).lineOwners[idx] = owner
func get_cellIdx() -> int:
var cellsLastRow: int = int ((gameScene.boardSize.x * gameScene.boardSize.y) - gameScene.boardSize.x)
if idx < cellsLastRow:
return idx
else:
var ln: int = idx - cellsLastRow
var row: int = ln % int(gameScene.boardSize.y)
var col: int = ln / int(gameScene.boardSize.y)
return (row * int(gameScene.boardSize.x)) + col
func get_horizontal() -> bool:
var cellsLastRow: int = int ((gameScene.boardSize.x * gameScene.boardSize.y) - gameScene.boardSize.x)
return idx <= cellsLastRow
func get_point0() -> Vector2:
return (get_grid0() * 75) + Vector2(85,85)
func get_point1() -> Vector2:
return (get_grid1() * 75) + Vector2(85,85)
func get_grid0() -> Vector2:
var grid1: Vector2 = get_grid1()
if get_horizontal():
return grid1 - Vector2(1,0)
else:
return grid1 - Vector2(0,1)
func get_grid1() -> Vector2:
# NOTE: duplicated
var cellIdx: int = get_cellIdx()
var col: int = cellIdx % int(gameScene.boardSize.x)
var row: int = cellIdx / int(gameScene.boardSize.x)
return Vector2(col,row)
func get_grid_other_end(grid: Vector2):
if grid == get_grid0():
return get_grid1()
elif grid == get_grid1():
return get_grid0()
else:
assert(false)
func get_neighbours() -> Array:
var ret: Array = []
for line in gameScene.get_lines_by_grid(get_grid0()):
ret.append(line)
for line in gameScene.get_lines_by_grid(get_grid1()):
ret.append(line)
ret.remove(ret.find(self))
return ret
func _to_string() -> String:
return "Line %d" % [idx]

@ -0,0 +1,32 @@
extends Reference
class_name GameState
# var parent: GameState # possibly reference the previous state and only store changed cells
# cell state info
var cellOwners: Array
# line state info
var lineOwners: Array
func init_arrays(size: Vector2):
var cells: int = int(size.x * size.y)
# A grid graph G_(m,n) has mn nodes and (m-1)n+(n-1)m=2mn-m-n edges
var lines: int = int((2 * size.x * size.y) - size.x - size.y)
for _cell in range(cells):
cellOwners.append(0)
for _line in range(lines):
lineOwners.append(0)
func clone() -> GameState:
var ret = .new()
ret.cellOwners = cellOwners.duplicate()
ret.lineOwners = lineOwners.duplicate()
return ret;
func get_cell_count():
return cellOwners.size()
func get_line_count():
return lineOwners.size()

@ -0,0 +1,47 @@
extends Line2D
var idx: int
var accessor: GameScene.LineAccessor
var hovered: bool
var moveSpeed: float = rand_range(0.5,1.5)
signal line_clicked(id)
func _ready() -> void:
accessor = get_parent().get_line(idx)
func _process(delta: float) -> void:
var p0: Vector2 = accessor.get_point0()
var p1: Vector2 = accessor.get_point1()
points[0] = points[0].linear_interpolate(p0,delta*moveSpeed)
points[1] = points[1].linear_interpolate(p1,delta*moveSpeed)
if $Area2D/CollisionShape2D != null:
$Area2D/CollisionShape2D.rotation = p0.angle_to(p1) + (0.5 * PI)
$Area2D/CollisionShape2D.position = p0.linear_interpolate(p1,0.5)
$Area2D/CollisionShape2D.shape.height = p0.distance_to(p1)
var owner: int = accessor.get_owner()
match owner:
0:
default_color = Color.gray
1:
default_color = Color.red
2:
default_color = Color.blue
if hovered:
default_color = default_color.lightened(0.2)
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.button_index == BUTTON_LEFT and event.pressed and hovered:
emit_signal("line_clicked", idx)
func _on_Area2D_mouse_entered() -> void:
hovered = true
func _on_Area2D_mouse_exited() -> void:
hovered = false

@ -0,0 +1,16 @@
extends Node
# Declare member variables here. Examples:
# var a: int = 2
# var b: String = "text"
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta: float) -> void:
# pass
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