Board Scene: Chip spawning and basic error checking

This commit is contained in:
Jonathan-Cheng-RPI
2025-12-01 17:13:42 -05:00
Unverified
parent 13bf28712e
commit 2f87a280a2
17 changed files with 283 additions and 17 deletions

91
scripts/BoardScreen.cs Normal file
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using Godot;
using System;
using System.Collections;
using System.Collections.Generic;
public partial class BoardScreen : Node2D {
private const string RED_CHIP_PATH = "res://scenes/red_chip.tscn";
private const string YELLOW_CHIP_PATH = "res://scenes/yellow_chip.tscn";
private const int CHIP_SIZE = 24;
private const int CHIP_PADDING = 2;
private const int INIT_OFFSET = -(CHIP_SIZE + CHIP_PADDING) * 7 / 2;
private TextureButton spwnRed;
private TextureButton spwnYlw;
private PackedScene redChip;
private PackedScene ylwChip;
private RigidBody2D[,] chips = new RigidBody2D[6, 7]; // 6 rows 7 cols | 0, 0 is top left
// Called when the node enters the scene tree for the first time.
public override void _Ready() {
spwnRed = GetNode<TextureButton>("SpwnRed");
spwnYlw = GetNode<TextureButton>("SpwnYlw");
spwnRed.GetNode<Label>("Label").Text = "Red";
spwnYlw.GetNode<Label>("Label").Text = "Ylw";
spwnRed.Pressed += () => spawnRed(0);
spwnYlw.Pressed += () => spawnYellow(0);
redChip = GD.Load<PackedScene>(RED_CHIP_PATH);
ylwChip = GD.Load<PackedScene>(YELLOW_CHIP_PATH);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta) {
}
/*
* Determines if the column can have a new chip placed
* Will return -1 if invalid
* or
* Will return row of board in which chip can be placed
*/
public int canPlaceOnCol(int col) {
if(col < 0 || col > 6) // Col out of range
return -1;
return getNextAvailRow(col);
}
public int getNextAvailRow(int col) {
for(int i = chips.GetLength(0) - 1; i >= 0; i--) { // Start at bottom
if(chips[i, col] == null)
return i;
}
return -1;
}
private void spawnRed(int col) {
int row = canPlaceOnCol(col);
if(row == -1) {
GD.Print("Invalid Placement!");
return;
}
GD.Print("Spawn Red!");
RigidBody2D newNode = redChip.Instantiate<RigidBody2D>();
newNode.Position = new Vector2(INIT_OFFSET + (CHIP_SIZE + CHIP_PADDING) * col, -(CHIP_SIZE + CHIP_PADDING) * 7);
AddChild(newNode);
chips[row, col] = newNode;
}
private void spawnYellow(int col) {
int row = canPlaceOnCol(col);
if(row == -1) {
GD.Print("Invalid Placement!");
return;
}
GD.Print("Spawn Yellow!");
RigidBody2D newNode = ylwChip.Instantiate<RigidBody2D>();
newNode.Position = new Vector2(INIT_OFFSET + (CHIP_SIZE + CHIP_PADDING) * col, -(CHIP_SIZE + CHIP_PADDING) * 7);
AddChild(newNode);
chips[row, col] = newNode;
}
}