added basic animations for movement
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43fe315083
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0715911318
5 changed files with 51 additions and 10 deletions
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@ -68,10 +68,10 @@ func _process(delta: float) -> void:
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func initializeGame() -> void:
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setupStyles()
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initializeBoard()
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setupUI()
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initializeDeckSystem()
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initializeCardPreview()
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initializeBoard()
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func initializeCardPreview() -> void:
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cardPreview = CardPreview.new()
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@ -224,8 +224,10 @@ func placePiece(position: String, pieceName: String, color: int) -> void:
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var piece = summonPiece(pieceName, color)
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# boardContainer.get_node(position).add_child(piece)
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var container = boardContainer.get_node(position)
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container.set_piece(piece)
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var container = boardContainer.get_node(position) as PieceContainer
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await container.set_piece(piece, false)
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container.remove_piece(true)
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container.set_piece(piece, false)
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var coords = position.split("-")
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board[int(coords[1])][int(coords[0])] = piece
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@ -10,12 +10,29 @@ func _init() -> void:
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effects.name = "Effects"
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add_child(effects)
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func set_piece(new_piece: Pawn) -> void:
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func set_piece(new_piece: Pawn, animate: bool = true) -> void:
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remove_piece() # Clean up any existing piece
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piece = new_piece
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if new_piece != null:
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add_child(new_piece)
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new_piece.position = Vector2(25, 25)
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if animate:
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print("POS ", get_global_position())
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var targetPos = get_global_position() + Vector2(25, 25)
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if new_piece.get_parent():
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new_piece.reparent(self)
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else:
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add_child(new_piece)
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await new_piece.animate_movement(targetPos)
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else:
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if new_piece.get_parent():
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new_piece.reparent(self)
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else:
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add_child(new_piece)
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new_piece.position = Vector2(25, 25)
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func get_piece() -> Pawn:
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return piece
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@ -23,7 +40,8 @@ func get_piece() -> Pawn:
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func remove_piece(keep_piece: bool = false) -> Pawn:
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var old_piece = piece
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if piece != null:
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remove_child(piece)
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if piece.get_parent() == self:
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remove_child(piece)
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if !keep_piece:
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piece.queue_free()
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old_piece = null
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@ -213,8 +213,10 @@ func handleCapture(node: PieceContainer) -> void:
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if moving_piece && captured_piece:
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game.updatePoints(captured_piece)
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await node.set_piece(moving_piece)
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source_container.remove_piece(true)
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node.set_piece(moving_piece)
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node.remove_piece(true)
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node.set_piece(moving_piece, false)
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game.currentlyMovingPiece = moving_piece
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game.resolveMoveEffects()
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@ -226,8 +228,10 @@ func handleRegularMove(node: PieceContainer, consume: bool) -> void:
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var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
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var piece = sourceContainer.get_piece()
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print("Removing Piece 1")
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await node.set_piece(piece)
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sourceContainer.remove_piece(true)
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node.set_piece(piece)
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node.remove_piece(true)
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node.set_piece(piece, false)
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game.currentlyMovingPiece = piece
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if consume:
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@ -102,6 +102,7 @@ func place_random_game_tiles(num_tiles: int = 6) -> void:
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var tile_type = rng.randi() % 3
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var tile: Tile
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return
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match tile_type:
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0: # DoubleMovementTile tile
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tile = WallTile.new(container, is_white, -1)
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@ -136,4 +136,20 @@ func can_move_to_cell(board_flow, location: String, is_capture: bool = false) ->
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if is_capture:
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var piece = container.get_piece()
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return piece != null && piece.Item_Color != self.Item_Color
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return !container.has_piece()
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return !container.has_piece()
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func animate_movement(target_position: Vector2, duration: float = 1) -> void:
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# print("--------------STARTING ANIM--------------", position, " ", target_position)
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z_index = 1
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var tween = create_tween()
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# Make sure the tween is configured properly
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tween.set_trans(Tween.TRANS_LINEAR) # or TRANS_CUBIC for smoother movement
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tween.set_ease(Tween.EASE_IN_OUT)
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var start_pos = position
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tween.tween_property(self, "global_position", target_position, duration)
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#.from(start_pos)
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# Wait for animation to complete
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await tween.finished
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# print("--------------FINISHED ANIM--------------")
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