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extends Control
# DATA
# Holds board data such as x, o, and unmarked
var board : Array
# State of player, X or O
var player : String
# State for a winner or not
var is_winner: bool = false
# State for game over or not
var is_gameover: bool = false
# State for draw/tie or not
var is_draw: bool = false
# LOAD IMAGE FILES
# Button unpressed
var unpressed = preload("res://assets/unpressed-tile.png")
# Button for Player X
var player_x = preload("res://assets/player-x-tile.png")
# Button for Player O
var player_o = preload("res://assets/player-o-tile.png")
# Initiates board/game data
func initiate_board() -> void:
board = [
"0", "0", "0",
"0", "0", "0",
"0", "0", "0"
]
$Board/Row0/Button0.texture_normal = unpressed
$Board/Row0/Button1.texture_normal = unpressed
$Board/Row0/Button2.texture_normal = unpressed
$Board/Row1/Button3.texture_normal = unpressed
$Board/Row1/Button4.texture_normal = unpressed
$Board/Row1/Button5.texture_normal = unpressed
$Board/Row2/Button6.texture_normal = unpressed
$Board/Row2/Button7.texture_normal = unpressed
$Board/Row2/Button8.texture_normal = unpressed
is_gameover = false
is_winner = false
is_draw = false
# Initiates a player
func initiate_player() -> void:
player = "x"
# Runs automatically when scene is loaded
func _ready() -> void:
$GameOverMessage.hide()
initiate_board()
initiate_player()
# Next player's turn
func update_player() -> void:
if player == "x":
player = "o"
else:
player = "x"
# Check rows for a match 3
func is_row_matched() -> bool:
var offset = 0
for row in range(3):
for index in range(0 + offset, 3 + offset):
if board[index] == player:
is_winner = true
else:
is_winner = false
break
if is_winner:
return true
offset += 3
return false
# Check columns for a match 3
func is_col_matched() -> bool:
var offset = 0
for col in range(3):
for index in range(0 + offset, 7 + offset, 3):
if board[index] == player:
is_winner = true
else:
is_winner = false
break
if is_winner:
return true
offset += 1
return false
# Check diagonals for a match 3
func is_diag_matched() -> bool:
for i in range(0, 9, 4):
if board[i] == player:
is_winner = true
else:
is_winner = false
break
if is_winner:
return true
for i in range(2, 7, 2):
if board[i] == player:
is_winner = true
else:
is_winner = false
break
if is_winner:
return true
return false
# Check if board is full
func is_board_full() -> bool:
if board.has("0"):
return false
return true
# Check for win/draw conditions
func check_gameover() -> void:
if is_row_matched() || is_col_matched() || is_diag_matched():
is_gameover = true
add_gameover_message()
elif is_board_full():
is_gameover = true
is_draw = true
add_gameover_message()
# Show a gameover message
func add_gameover_message() -> void:
if is_draw:
$GameOverMessage/Container/Label.text = "Game is a draw!"
else:
$GameOverMessage/Container/Label.text = "Player " + player + " wins!"
$GameOverMessage.show()
# Mark player's move
func make_move(index: int) -> void:
board[index] = player
check_gameover()
# Check if button/square is free or open
func is_square_free(index: int) -> bool:
if board[index] == "0":
return true
return false
# Update board with X or O button image
func update_board(row: int, index: int) -> void:
var path = "Board/Row" + String(row) + "/Button" + String(index)
if player == "x":
get_node(path).texture_normal = player_x
elif player == "o":
get_node(path).texture_normal = player_o
update_player()
# SIGNALS
# Signal for button 0
func _on_Button0_button_up() -> void:
if is_square_free(0) && !is_gameover:
make_move(0)
update_board(0, 0)
# Signal for button 1
func _on_Button1_button_up() -> void:
if is_square_free(1) && !is_gameover:
make_move(1)
update_board(0, 1)
# Signal for button 2
func _on_Button2_button_up() -> void:
if is_square_free(2) && !is_gameover:
make_move(2)
update_board(0, 2)
# Signal for button 3
func _on_Button3_button_up() -> void:
if is_square_free(3) && !is_gameover:
make_move(3)
update_board(1, 3)
# Signal for button 4
func _on_Button4_button_up() -> void:
if is_square_free(4) && !is_gameover:
make_move(4)
update_board(1, 4)
# Signal for button 5
func _on_Button5_button_up() -> void:
if is_square_free(5) && !is_gameover:
make_move(5)
update_board(1, 5)
# Signal for button 6
func _on_Button6_button_up() -> void:
if is_square_free(6) && !is_gameover:
make_move(6)
update_board(2, 6)
# Signal for button 7
func _on_Button7_button_up() -> void:
if is_square_free(7) && !is_gameover:
make_move(7)
update_board(2, 7)
# Signal for button 8
func _on_Button8_button_up() -> void:
if is_square_free(8) && !is_gameover:
make_move(8)
update_board(2, 8)
# Signal for restart button
func _on_RestartButton_button_up() -> void:
$GameOverMessage.hide()
initiate_board()
initiate_player()

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extends Node
@export var circle_scene: PackedScene
@export var cross_scene: PackedScene
var player: int
var moves: int
var winner: int
var temp_marker
var player_panel_pos: Vector2i
var grid_data: Array
var grid_pos: Vector2i
var board_size: int
var cell_size: int
var row_sum: int
var col_sum: int
var diag1_sum: int
var diag2_sum: int
# Called when the node enters the scene tree for the first time.
func _ready():
board_size = $Board.texture.get_width()
#get size of cell
cell_size = board_size/3
#coordonates of right panel
player_panel_pos = $PlayerPanel.get_position()
new_game()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
pass
func _input(event):
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
#check if mouse on board
if event.position.x < board_size:
#convert mouse poz to grid location
grid_pos = Vector2i(event.position / cell_size)
if grid_data[grid_pos.y][grid_pos.x] == 0:
moves+=1
grid_data[grid_pos.y][grid_pos.x] = player
#place player's marker
create_marker(player,grid_pos * cell_size+Vector2i(cell_size/2,cell_size/2))
if check_win() != 0:
get_tree().paused=true
$GameOverMenu.show()
if winner == -1:
$GameOverMenu.get_node("ResultLabel").text = "Jucător 1 a câștigat!"
elif winner == 1:
$GameOverMenu.get_node("ResultLabel").text = "Jucător 2 a câștigat!"
#check if tie
elif moves==9:
get_tree().paused=true
$GameOverMenu.show()
$GameOverMenu.get_node("ResultLabel").text = "Egalitate!"
player *= -1
#update player marker
temp_marker.queue_free()
create_marker(player,player_panel_pos+Vector2i(cell_size/2,cell_size/2),true)
print(grid_data)
func new_game():
player=1
winner=0
moves=0
row_sum=0
col_sum=0
diag1_sum=0
diag2_sum=0
#clear existing markers
get_tree().call_group("x-uri","queue_free")
get_tree().call_group("zerouri","queue_free")
grid_data = [
[0,0,0],
[0,0,0],
[0,0,0]
]
#create a marker to show starting player's turn
create_marker(player,player_panel_pos+Vector2i(cell_size/2,cell_size/2),true)
$GameOverMenu.hide()
get_tree().paused=false
func create_marker(player,position,temp=false):
#create marker note and add it as a child
if player == -1:
var circle = circle_scene.instantiate()
circle.position = position
add_child(circle)
if temp: temp_marker=circle
else:
var cross = cross_scene.instantiate()
cross.position = position
add_child(cross)
if temp: temp_marker=cross
func check_win():
#add row, col, diag values
for i in len(grid_data):
row_sum = grid_data[i][0]+grid_data[i][1]+grid_data[i][2]
col_sum = grid_data[0][i]+grid_data[1][i]+grid_data[2][i]
diag1_sum = grid_data[0][0]+grid_data[1][1]+grid_data[2][2]
diag2_sum = grid_data[0][2]+grid_data[1][1]+grid_data[2][0]
#check if any player has 3 || -3 points
if row_sum==-3 or col_sum==-3 or diag1_sum==-3 or diag2_sum==-3:
winner = 1
if row_sum==3 or col_sum==3 or diag1_sum==3 or diag2_sum==3:
winner = -1
return winner
func _on_game_over_menu_restart():
new_game()