Refactored Game to use StateMachine
This commit is contained in:
parent
376bf912c7
commit
08e27e9268
29 changed files with 731 additions and 354 deletions
214
Game.gd
214
Game.gd
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@ -1,214 +0,0 @@
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extends Control
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const CardDisplay = preload("res://Systems/CardDisplay.gd")
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var Selected_Node = ""
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var Turn = 0
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var Location_X = ""
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var Location_Y = ""
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var turn_indicator: ColorRect
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var p1String: RichTextLabel
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var p2String: RichTextLabel
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var p1Points = 0
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var p2Points = 0
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var pos = Vector2(25, 25)
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var Areas: PackedStringArray
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# this is seperate the Areas for special circumstances, like castling.
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var Special_Area: PackedStringArray
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var light_style = StyleBoxFlat.new()
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var dark_style = StyleBoxFlat.new()
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var highlight_style = StyleBoxFlat.new()
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var deck_manager: DeckManager
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var card_display: CardDisplay
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var has_moved = false # Track if piece has moved this turn
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var currently_moving_piece = null
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func _ready():
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deck_manager = DeckManager.new()
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card_display = CardDisplay.new()
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add_child(deck_manager)
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add_child(card_display)
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card_display.update_hand(deck_manager.hand)
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deck_manager.connect("hand_updated", func(hand): card_display.update_hand(hand))
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light_style.bg_color = Color(0.8, 0.8, 0.8, 1)
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dark_style.bg_color = Color(0.2, 0.2, 0.2, 1)
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highlight_style.bg_color = Color(0, 0.3, 0, 1)
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# Get reference to the turn indicator
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turn_indicator = $TurnIndicator
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p1String = $Player1Points
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p2String = $Player2Points
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p1String.text = "0"
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p2String.text = "0"
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# Set initial color for white's turn
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update_turn_indicator()
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func update_turn_indicator():
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if Turn == 0: # White's turn
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turn_indicator.color = Color(1, 1, 1, 1) # White
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else: # Black's turn
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turn_indicator.color = Color(0, 0, 0, 1) # Black
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func reset_highlights():
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var Flow = get_node("Flow")
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for button in Flow.get_children():
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var coord = button.name.split("-")
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var isWhiteSquare = (int(coord[0]) + int(coord[1])) % 2 == 0
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if isWhiteSquare:
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button.add_theme_stylebox_override("normal", light_style)
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else:
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button.add_theme_stylebox_override("normal", dark_style)
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func _on_flow_send_location(location: String):
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if Selected_Node != "" && Selected_Node == location:
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reset_highlights()
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Selected_Node = ""
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return
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# variables for later
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var number = 0
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Location_X = ""
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var node = get_node("Flow/" + location)
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# This is to try and grab the X and Y coordinates from the board
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while location.substr(number, 1) != "-":
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Location_X += location.substr(number, 1)
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number += 1
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Location_Y = location.substr(number + 1)
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# Now... we need to figure out how to select the pieces. If there is a valid move, do stuff.
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# If we re-select, just go to that other piece
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if Selected_Node == "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn:
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Selected_Node = location
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Get_Moveable_Areas()
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elif Selected_Node != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn && node.get_child(0).name == "Rook":
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# Castling
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for i in Areas:
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if i == node.name:
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var king = get_node("Flow/" + Selected_Node).get_child(0)
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var rook = node.get_child(0)
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# Using a seperate array because Areas wouldn't be really consistant...
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king.reparent(get_node("Flow/" + Special_Area[1]))
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rook.reparent(get_node("Flow/" + Special_Area[0]))
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king.position = pos
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rook.position = pos
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# We have to get the parent because it will break lmao.
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Update_Game(king.get_parent())
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# En Passant
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elif Selected_Node != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != Turn && node.get_child(0).name == "Pawn" && Special_Area.size() != 0 && Special_Area[0] == node.name && node.get_child(0).get("En_Passant") == true:
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for i in Special_Area:
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if i == node.name:
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var pawn = get_node("Flow/" + Selected_Node).get_child(0)
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node.get_child(0).free()
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pawn.reparent(get_node("Flow/" + Special_Area[1]))
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pawn.position = pos
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Update_Game(pawn.get_parent())
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elif Selected_Node != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn:
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# Re-select
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Selected_Node = location
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Get_Moveable_Areas()
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elif Selected_Node != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != Turn:
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# Taking over a piece
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for i in Areas:
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if i == node.name:
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var Piece = get_node("Flow/" + Selected_Node).get_child(0)
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var captured_piece = node.get_child(0)
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# Add points to the capturing player
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if Turn == 0: # White's turn
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p1Points += captured_piece.Points
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p1String.text = str(p1Points)
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else: # Black's turn
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p2Points += captured_piece.Points
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p2String.text = str(p2Points)
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# Win conditions
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if captured_piece.name == "King":
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print("Damn, you win!")
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node.get_child(0).free()
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Piece.reparent(node)
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Piece.position = pos
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Update_Game(node)
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elif Selected_Node != "" && node.get_child_count() == 0:
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# Moving a piece
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for i in Areas:
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if i == node.name:
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var Piece = get_node("Flow/" + Selected_Node).get_child(0)
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Piece.reparent(node)
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Piece.position = pos
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Update_Game(node)
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func Update_Game(node):
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Selected_Node = ""
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if Turn == 0:
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Turn = 1
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else:
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Turn = 0
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update_turn_indicator()
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reset_highlights();
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deck_manager.update_card_durations()
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has_moved = false
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currently_moving_piece = null
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var Flow = get_node("Flow")
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# get the en-passantable pieces and undo them
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var things = Flow.get_children()
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for i in things:
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if i.get_child_count() != 0 && i.get_child(0).name == "Pawn" && i.get_child(0).Item_Color == Turn && i.get_child(0).En_Passant == true:
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i.get_child(0).set("En_Passant", false)
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# Remove the abilities once they are either used or not used
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if node.get_child(0).name == "Pawn":
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if node.get_child(0).Double_Start == true:
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node.get_child(0).En_Passant = true
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node.get_child(0).Double_Start = false
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if node.get_child(0).name == "King":
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node.get_child(0).Castling = false
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if node.get_child(0).name == "Rook":
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node.get_child(0).Castling = false
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# Below is the movement that is used for the pieces
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func Get_Moveable_Areas():
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var Flow = get_node("Flow")
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for button in Flow.get_children():
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var coord = button.name.split("-")
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var isWhiteSquare = (int(coord[0]) + int(coord[1])) % 2 == 0
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if isWhiteSquare:
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button.add_theme_stylebox_override("normal", light_style)
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else:
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button.add_theme_stylebox_override("normal", dark_style)
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# Clearing the arrays
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Areas.clear()
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Special_Area.clear()
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var Piece = get_node("Flow/" + Selected_Node).get_child(0)
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# For the selected piece that we have, we can get the movement that we need here.
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var moves = Piece.get_valid_moves(Flow, Selected_Node)
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Areas = moves.regular_moves
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Special_Area = moves.special_moves
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# Highlight valid moves
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for move in Areas:
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var button = Flow.get_node(move)
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var isWhiteSquare = (int(move.split("-")[0]) + int(move.split("-")[1])) % 2 == 0
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var baseStyle = dark_style
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if isWhiteSquare:
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baseStyle = light_style
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var combinedStyle = StyleBoxFlat.new()
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combinedStyle.bg_color = baseStyle.bg_color + highlight_style.bg_color
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button.add_theme_stylebox_override("normal", combinedStyle)
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# One function that shortens everything. Its also a pretty good way to see if we went off the board or not.
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func Is_Null(Location):
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if get_node_or_null("Flow/" + Location) == null:
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return true
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else:
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return false
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106
Generator.gd
106
Generator.gd
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@ -1,106 +0,0 @@
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extends FlowContainer
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@export var Board_X_Size = 8
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@export var Board_Y_Size = 8
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@export var Tile_X_Size: int = 50
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@export var Tile_Y_Size: int = 50
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signal send_location
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func _ready():
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# stop negative numbers from happening
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if Board_X_Size < 0 || Board_Y_Size < 0:
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return
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var Number_X = 0
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var Number_Y = 0
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var is_white = true
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var light_style = StyleBoxFlat.new()
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light_style.bg_color = Color(0.8, 0.8, 0.8, 1)
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var dark_style = StyleBoxFlat.new()
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dark_style.bg_color = Color(0.2, 0.2, 0.2, 1)
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# Set up the board
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while Number_Y != Board_Y_Size:
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self.size.y += Tile_Y_Size + 5
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self.size.x += Tile_X_Size + 5
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while Number_X != Board_X_Size:
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var temp = Button.new()
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temp.set_custom_minimum_size(Vector2(Tile_X_Size, Tile_Y_Size))
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if is_white:
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temp.add_theme_stylebox_override("normal", light_style)
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else:
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temp.add_theme_stylebox_override("normal", dark_style)
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is_white = !is_white
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temp.connect("pressed", func():
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emit_signal("send_location", temp.name))
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temp.set_name(str(Number_X) + "-" + str(Number_Y))
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add_child(temp)
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Number_X += 1
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is_white = !is_white
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Number_Y += 1
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Number_X = 0
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Regular_Game()
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func Regular_Game():
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get_node("0-0").add_child(Summon("Rook", 1))
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get_node("1-0").add_child(Summon("Knight", 1))
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get_node("2-0").add_child(Summon("Bishop", 1))
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get_node("3-0").add_child(Summon("Queen", 1))
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get_node("4-0").add_child(Summon("King", 1))
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get_node("5-0").add_child(Summon("Bishop", 1))
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get_node("6-0").add_child(Summon("Knight", 1))
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get_node("7-0").add_child(Summon("Rook", 1))
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get_node("0-1").add_child(Summon("Pawn", 1))
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get_node("1-1").add_child(Summon("Pawn", 1))
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get_node("2-1").add_child(Summon("Pawn", 1))
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get_node("3-1").add_child(Summon("Pawn", 1))
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get_node("4-1").add_child(Summon("Pawn", 1))
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get_node("5-1").add_child(Summon("Pawn", 1))
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get_node("6-1").add_child(Summon("Pawn", 1))
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get_node("7-1").add_child(Summon("Pawn", 1))
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get_node("0-7").add_child(Summon("Rook", 0))
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get_node("1-7").add_child(Summon("Knight", 0))
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get_node("2-7").add_child(Summon("Bishop", 0))
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get_node("3-7").add_child(Summon("Queen", 0))
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get_node("4-7").add_child(Summon("King", 0))
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get_node("5-7").add_child(Summon("Bishop", 0))
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get_node("6-7").add_child(Summon("Knight", 0))
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get_node("7-7").add_child(Summon("Rook", 0))
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get_node("0-6").add_child(Summon("Pawn", 0))
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get_node("1-6").add_child(Summon("Pawn", 0))
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get_node("2-6").add_child(Summon("Pawn", 0))
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get_node("3-6").add_child(Summon("Pawn", 0))
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get_node("4-6").add_child(Summon("Pawn", 0))
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get_node("5-6").add_child(Summon("Pawn", 0))
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get_node("6-6").add_child(Summon("Pawn", 0))
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get_node("7-6").add_child(Summon("Pawn", 0))
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func Summon(Piece_Name: String, color: int):
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var Piece
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match Piece_Name:
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"Pawn":
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Piece = Pawn.new()
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Piece.name = "Pawn"
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"King":
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Piece = King.new()
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Piece.name = "King"
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"Queen":
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Piece = Queen.new()
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Piece.name = "Queen"
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"Knight":
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Piece = Knight.new()
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Piece.name = "Knight"
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"Rook":
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Piece = Rook.new()
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Piece.name = "Rook"
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"Bishop":
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Piece = Bishop.new()
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Piece.name = "Bishop"
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Piece.Item_Color = color
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Piece.position = Vector2(Tile_X_Size / 2, Tile_Y_Size / 2)
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return Piece
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@ -16,27 +16,27 @@ const CARD_BASE_COSTS = {
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}
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func _init():
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initialize_starting_deck()
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initializeStartingDeck()
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func initialize_starting_deck():
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func initializeStartingDeck():
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# Add basic Rank 3 and 4 cards as per design doc
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for i in range(10):
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deck.append(Card.new()) # Basic movement cards
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shuffle_deck()
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draw_starting_hand()
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shuffleDeck()
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drawStartingHand()
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func shuffle_deck():
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func shuffleDeck():
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deck.shuffle()
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func draw_starting_hand():
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func drawStartingHand():
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for i in range(min(hand_size, deck.size())):
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draw_card()
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drawCard()
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func draw_card():
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func drawCard():
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if deck.is_empty() && !discard.is_empty():
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deck = discard.duplicate()
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discard.clear()
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shuffle_deck()
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shuffleDeck()
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if !deck.is_empty() && hand.size() < hand_size:
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hand.append(deck.pop_back())
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@ -46,7 +46,7 @@ signal hand_updated
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func play_card(card: Card, target_piece: Pawn, board_flow = null, game_state = null):
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func playCard(card: Card, target_piece: Pawn, board_flow = null, game_state = null):
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if !hand.has(card):
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return false
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emit_signal("hand_updated", hand)
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@ -65,7 +65,7 @@ func play_card(card: Card, target_piece: Pawn, board_flow = null, game_state = n
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discard.append(card)
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Card.Rank.RANK_3:
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deck.append(card)
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shuffle_deck()
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shuffleDeck()
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if card.duration > 0:
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attached_cards[target_piece.get_instance_id()] = card
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@ -73,7 +73,7 @@ func play_card(card: Card, target_piece: Pawn, board_flow = null, game_state = n
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return true
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return false
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func update_card_durations():
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func updateCardDurations():
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var expired_cards = []
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for piece_id in attached_cards:
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var card = attached_cards[piece_id]
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@ -85,22 +85,22 @@ func update_card_durations():
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attached_cards.erase(piece_id)
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# Shop functionality
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func get_shop_cards(num_cards: int = 3) -> Array:
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func getShopCards(num_cards: int = 3) -> Array:
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var shop_cards = []
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# Generate random shop selection
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#for i in range(num_cards):
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#var card = generate_random_card()
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#shop_cards.append({
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#"card": card,
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#"cost": calculate_card_cost(card)
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#"cost": calculateCardCost(card)
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#})
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return shop_cards
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func calculate_card_cost(card: Card) -> int:
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func calculateCardCost(card: Card) -> int:
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var base_cost = CARD_BASE_COSTS[card.rank]
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# Add modifiers based on card effects
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return base_cost
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func upgrade_card(card: Card) -> bool:
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func upgradeCard(card: Card) -> bool:
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# Implement card upgrading logic
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return false
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465
Systems/Game/ChessGame.gd
Normal file
465
Systems/Game/ChessGame.gd
Normal file
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@ -0,0 +1,465 @@
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class_name ChessGame extends Control
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const WHITE = "white"
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const BLACK = "black"
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var currentPlayer: String = WHITE
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var board: Array
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var activeEffects: Array
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var currentHand: Array
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var selectedNode: String = ""
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var locationX: String = ""
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var locationY: String = ""
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var areas: PackedStringArray
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var specialArea: PackedStringArray
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var hasMoved: bool = false
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var currentlyMovingPiece = null
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var p1Points: int = 0
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var p2Points: int = 0
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var Turn: int = 0
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@onready var turnIndicator: ColorRect = $TurnIndicator
|
||||
@onready var p1String: RichTextLabel = $Player1Points
|
||||
@onready var p2String: RichTextLabel = $Player2Points
|
||||
@onready var deckManager: DeckManager
|
||||
@onready var cardDisplay: CardDisplay
|
||||
|
||||
@export var boardXSize = 8
|
||||
@export var boardYSize = 8
|
||||
@export var tileXSize: int = 50
|
||||
@export var tileYSize: int = 50
|
||||
|
||||
@onready var boardContainer: FlowContainer = $Flow
|
||||
@onready var stateMachine: StateMachine = $StateMachine
|
||||
|
||||
var lightStyle = null
|
||||
|
||||
var darkStyle = null
|
||||
var highlightStyle = null
|
||||
|
||||
func _ready() -> void:
|
||||
initializeGame()
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
stateMachine.unhandledInput(event)
|
||||
|
||||
func _process(delta: float) -> void:
|
||||
stateMachine.process(delta)
|
||||
|
||||
func initializeGame() -> void:
|
||||
setupStyles()
|
||||
initializeBoard()
|
||||
setupUI()
|
||||
initializeDeckSystem()
|
||||
# func initializeBoard() -> void:
|
||||
# setupStyles()
|
||||
# if boardXSize < 0 || boardYSize < 0:
|
||||
# return
|
||||
|
||||
# var numberX = 0
|
||||
# var numberY = 0
|
||||
# var isWhite = true
|
||||
|
||||
# board = []
|
||||
# for i in range(8):
|
||||
# var row = []
|
||||
# for j in range(8):
|
||||
# row.append(null)
|
||||
# board.append(row)
|
||||
|
||||
# while numberY != boardYSize:
|
||||
# boardContainer.size.y += tileYSize + 5
|
||||
# boardContainer.size.x += tileXSize + 5
|
||||
|
||||
# while numberX != boardXSize:
|
||||
# var tile = Button.new()
|
||||
# tile.set_custom_minimum_size(Vector2(tileXSize, tileYSize))
|
||||
|
||||
# if isWhite:
|
||||
# tile.add_theme_stylebox_override("normal", lightStyle)
|
||||
# else:
|
||||
# tile.add_theme_stylebox_override("normal", darkStyle)
|
||||
|
||||
# isWhite = !isWhite
|
||||
# tile.pressed.connect(func(): _onTilePressed(tile.name))
|
||||
# tile.set_name(str(numberX) + "-" + str(numberY))
|
||||
# boardContainer.add_child(tile)
|
||||
# numberX += 1
|
||||
|
||||
# isWhite = !isWhite
|
||||
# numberY += 1
|
||||
# numberX = 0
|
||||
|
||||
# setupPieces()
|
||||
|
||||
# updateTurnIndicator()
|
||||
|
||||
func initializeBoard() -> void:
|
||||
board = []
|
||||
for i in range(8):
|
||||
var row = []
|
||||
for j in range(8):
|
||||
row.append(null)
|
||||
board.append(row)
|
||||
createBoard()
|
||||
setupPieces()
|
||||
|
||||
|
||||
func setupUI() -> void:
|
||||
p1String.text = "0"
|
||||
p2String.text = "0"
|
||||
updateTurnIndicator()
|
||||
|
||||
|
||||
func initializeDeckSystem() -> void:
|
||||
deckManager = DeckManager.new()
|
||||
cardDisplay = CardDisplay.new()
|
||||
add_child(deckManager)
|
||||
add_child(cardDisplay)
|
||||
cardDisplay.update_hand(deckManager.hand)
|
||||
deckManager.connect("hand_updated", func(hand): cardDisplay.update_hand(hand))
|
||||
|
||||
func createBoard() -> void:
|
||||
boardContainer.add_to_group("Flow")
|
||||
var numberX = 0
|
||||
var numberY = 0
|
||||
var isWhite = true
|
||||
|
||||
while numberY != boardYSize:
|
||||
boardContainer.size.y += tileYSize + 5
|
||||
boardContainer.size.x += tileXSize + 5
|
||||
|
||||
while numberX != boardXSize:
|
||||
createTile(numberX, numberY, isWhite)
|
||||
isWhite = !isWhite
|
||||
numberX += 1
|
||||
|
||||
isWhite = !isWhite
|
||||
numberY += 1
|
||||
numberX = 0
|
||||
|
||||
|
||||
func createTile(x: int, y: int, isWhite: bool) -> void:
|
||||
# print("CreateTile x ", x, " y ", y);
|
||||
var tile = Button.new()
|
||||
tile.set_custom_minimum_size(Vector2(tileXSize, tileYSize))
|
||||
tile.add_theme_stylebox_override("normal", lightStyle if isWhite else darkStyle)
|
||||
tile.pressed.connect(func(): handleTileSelection(tile.name))
|
||||
tile.set_name(str(x) + "-" + str(y))
|
||||
boardContainer.add_child(tile)
|
||||
|
||||
|
||||
func handleTileSelection(location: String) -> void:
|
||||
# Deselect current piece
|
||||
if selectedNode == location:
|
||||
resetHighlights()
|
||||
selectedNode = ""
|
||||
return
|
||||
|
||||
var node = get_node("Flow/" + location)
|
||||
parseLocation(location)
|
||||
|
||||
# First selection of a piece
|
||||
if selectedNode == "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn:
|
||||
selectedNode = location
|
||||
getMovableAreas()
|
||||
# Castling
|
||||
elif isCastlingMove(node, location):
|
||||
handleCastling(node)
|
||||
# En Passant
|
||||
elif isEnPassantMove(node, location):
|
||||
handleEnPassant(node)
|
||||
# Reselect piece
|
||||
elif isReselectMove(node):
|
||||
selectedNode = location
|
||||
getMovableAreas()
|
||||
# Capture piece
|
||||
elif isCaptureMove(node):
|
||||
handleCapture(node)
|
||||
# Regular move
|
||||
elif isRegularMove(node):
|
||||
handleRegularMove(node)
|
||||
|
||||
|
||||
func isCastlingMove(node: Node, location: String) -> bool:
|
||||
return selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn && node.get_child(0).name == "Rook"
|
||||
|
||||
func isEnPassantMove(node: Node, location: String) -> bool:
|
||||
return selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != Turn && \
|
||||
node.get_child(0).name == "Pawn" && specialArea.size() != 0 && specialArea[0] == node.name && \
|
||||
node.get_child(0).get("En_Passant") == true
|
||||
|
||||
func isReselectMove(node: Node) -> bool:
|
||||
return selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn
|
||||
|
||||
func isCaptureMove(node: Node) -> bool:
|
||||
return selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != Turn
|
||||
|
||||
func isRegularMove(node: Node) -> bool:
|
||||
return selectedNode != "" && node.get_child_count() == 0
|
||||
|
||||
func handleCastling(node: Node) -> void:
|
||||
print("handleCastling")
|
||||
for i in areas:
|
||||
if i == node.name:
|
||||
var king = get_node("Flow/" + selectedNode).get_child(0)
|
||||
var rook = node.get_child(0)
|
||||
king.reparent(get_node("Flow/" + specialArea[1]))
|
||||
rook.reparent(get_node("Flow/" + specialArea[0]))
|
||||
king.position = Vector2(25, 25)
|
||||
rook.position = Vector2(25, 25)
|
||||
currentlyMovingPiece = king
|
||||
resolveMoveEffects()
|
||||
|
||||
func handleEnPassant(node: Node) -> void:
|
||||
print("handleEnPassant")
|
||||
for i in specialArea:
|
||||
if i == node.name:
|
||||
var pawn = get_node("Flow/" + selectedNode).get_child(0)
|
||||
node.get_child(0).free()
|
||||
pawn.reparent(get_node("Flow/" + specialArea[1]))
|
||||
pawn.position = Vector2(25, 25)
|
||||
currentlyMovingPiece = pawn
|
||||
resolveMoveEffects()
|
||||
|
||||
func handleCapture(node: Node) -> void:
|
||||
print("handleCapture")
|
||||
for i in areas:
|
||||
if i == node.name:
|
||||
var piece = get_node("Flow/" + selectedNode).get_child(0)
|
||||
var capturedPiece = node.get_child(0)
|
||||
|
||||
updatePoints(capturedPiece)
|
||||
|
||||
if capturedPiece.name == "King":
|
||||
print("Game Over!")
|
||||
capturedPiece.free()
|
||||
piece.reparent(node)
|
||||
piece.position = Vector2(25, 25)
|
||||
piece.position = Vector2(25, 25)
|
||||
currentlyMovingPiece = piece
|
||||
resolveMoveEffects()
|
||||
|
||||
func handleRegularMove(node: Node) -> void:
|
||||
print("handleRegularMove")
|
||||
for i in areas:
|
||||
if i == node.name:
|
||||
var piece = get_node("Flow/" + selectedNode).get_child(0)
|
||||
piece.reparent(node)
|
||||
piece.position = Vector2(25, 25)
|
||||
currentlyMovingPiece = piece
|
||||
resolveMoveEffects()
|
||||
|
||||
func updatePoints(capturedPiece: Node) -> void:
|
||||
if Turn == 0:
|
||||
p1Points += capturedPiece.Points
|
||||
p1String.text = str(p1Points)
|
||||
else:
|
||||
p2Points += capturedPiece.Points
|
||||
p2String.text = str(p2Points)
|
||||
|
||||
func parseLocation(location: String) -> void:
|
||||
var number = 0
|
||||
locationX = ""
|
||||
while location.substr(number, 1) != "-":
|
||||
locationX += location.substr(number, 1)
|
||||
number += 1
|
||||
locationY = location.substr(number + 1)
|
||||
|
||||
|
||||
func setupStyles() -> void:
|
||||
lightStyle = StyleBoxFlat.new()
|
||||
lightStyle.bg_color = Color(0.8, 0.8, 0.8, 1)
|
||||
|
||||
darkStyle = StyleBoxFlat.new()
|
||||
darkStyle.bg_color = Color(0.2, 0.2, 0.2, 1)
|
||||
|
||||
highlightStyle = StyleBoxFlat.new()
|
||||
highlightStyle.bg_color = Color(0, 0.3, 0, 1)
|
||||
|
||||
func updateTurnIndicator():
|
||||
if Turn == 0: # White's turn
|
||||
turnIndicator.color = Color(1, 1, 1, 1) # White
|
||||
else: # Black's turn
|
||||
turnIndicator.color = Color(0, 0, 0, 1) # Black
|
||||
|
||||
func _onTilePressed(tileName: String) -> void:
|
||||
boardContainer.emit_signal("send_location", tileName)
|
||||
|
||||
func setupPieces() -> void:
|
||||
# White pieces
|
||||
placePiece("0-0", "Rook", 1)
|
||||
placePiece("1-0", "Knight", 1)
|
||||
placePiece("2-0", "Bishop", 1)
|
||||
placePiece("3-0", "Queen", 1)
|
||||
placePiece("4-0", "King", 1)
|
||||
placePiece("5-0", "Bishop", 1)
|
||||
placePiece("6-0", "Knight", 1)
|
||||
placePiece("7-0", "Rook", 1)
|
||||
|
||||
for x in range(8):
|
||||
placePiece(str(x) + "-1", "Pawn", 1)
|
||||
|
||||
# Black pieces
|
||||
placePiece("0-7", "Rook", 0)
|
||||
placePiece("1-7", "Knight", 0)
|
||||
placePiece("2-7", "Bishop", 0)
|
||||
placePiece("3-7", "Queen", 0)
|
||||
placePiece("4-7", "King", 0)
|
||||
placePiece("5-7", "Bishop", 0)
|
||||
placePiece("6-7", "Knight", 0)
|
||||
placePiece("7-7", "Rook", 0)
|
||||
|
||||
for x in range(8):
|
||||
placePiece(str(x) + "-6", "Pawn", 0)
|
||||
|
||||
func placePiece(position: String, pieceName: String, color: int) -> void:
|
||||
var piece = summonPiece(pieceName, color)
|
||||
boardContainer.get_node(position).add_child(piece)
|
||||
|
||||
var coords = position.split("-")
|
||||
board[int(coords[1])][int(coords[0])] = piece
|
||||
|
||||
func summonPiece(pieceName: String, color: int) -> Node:
|
||||
var piece
|
||||
match pieceName:
|
||||
"Pawn":
|
||||
piece = Pawn.new()
|
||||
piece.name = "Pawn"
|
||||
"King":
|
||||
piece = King.new()
|
||||
piece.name = "King"
|
||||
"Queen":
|
||||
piece = Queen.new()
|
||||
piece.name = "Queen"
|
||||
"Knight":
|
||||
piece = Knight.new()
|
||||
piece.name = "Knight"
|
||||
"Rook":
|
||||
piece = Rook.new()
|
||||
piece.name = "Rook"
|
||||
"Bishop":
|
||||
piece = Bishop.new()
|
||||
piece.name = "Bishop"
|
||||
|
||||
piece.Item_Color = color
|
||||
piece.position = Vector2(tileXSize / 2, tileYSize / 2)
|
||||
return piece
|
||||
|
||||
func prepareHand() -> void:
|
||||
pass
|
||||
|
||||
func drawCards() -> void:
|
||||
pass
|
||||
|
||||
func updateEffectDurations() -> void:
|
||||
pass
|
||||
|
||||
func applyTileEffects() -> void:
|
||||
pass
|
||||
|
||||
func attachSelectedCards() -> void:
|
||||
pass
|
||||
|
||||
func applyCardEffects() -> void:
|
||||
pass
|
||||
|
||||
func isValidMove(location: String) -> bool:
|
||||
var node = get_node("Flow/" + location)
|
||||
if node.get_child_count() == 0 || node.get_child(0).Item_Color != Turn:
|
||||
for area in areas:
|
||||
if area == node.name:
|
||||
return true
|
||||
return false
|
||||
|
||||
func getMovableAreas() -> void:
|
||||
resetHighlights()
|
||||
areas.clear()
|
||||
specialArea.clear()
|
||||
|
||||
var piece = get_node("Flow/" + selectedNode).get_child(0)
|
||||
# print("Flow/" + selectedNode)
|
||||
var flowNodes = get_tree().get_nodes_in_group("Flow")
|
||||
# print("Flow nodes:", flowNodes)
|
||||
var moves = piece.getValidMoves(boardContainer, selectedNode)
|
||||
areas = moves.regular_moves
|
||||
specialArea = moves.special_moves
|
||||
highlightValidMoves()
|
||||
|
||||
func highlightValidMoves() -> void:
|
||||
for move in areas:
|
||||
var button = boardContainer.get_node(move)
|
||||
var isWhiteSquare = (int(move.split("-")[0]) + int(move.split("-")[1])) % 2 == 0
|
||||
var baseStyle = lightStyle if isWhiteSquare else darkStyle
|
||||
var combinedStyle = StyleBoxFlat.new()
|
||||
combinedStyle.bg_color = baseStyle.bg_color + highlightStyle.bg_color
|
||||
button.add_theme_stylebox_override("normal", combinedStyle)
|
||||
|
||||
func executeMove(targetLocation: String) -> void:
|
||||
print("executeMove")
|
||||
var targetNode = get_node("Flow/" + targetLocation)
|
||||
var piece = get_node("Flow/" + selectedNode).get_child(0)
|
||||
print("piece", piece)
|
||||
|
||||
if targetNode.get_child_count() != 0:
|
||||
var capturedPiece = targetNode.get_child(0)
|
||||
if Turn == 0:
|
||||
p1Points += capturedPiece.Points
|
||||
p1String.text = str(p1Points)
|
||||
else:
|
||||
p2Points += capturedPiece.Points
|
||||
p2String.text = str(p2Points)
|
||||
capturedPiece.free()
|
||||
|
||||
piece.reparent(targetNode)
|
||||
piece.position = Vector2(25, 25)
|
||||
print("piece2", piece)
|
||||
hasMoved = true
|
||||
currentlyMovingPiece = piece
|
||||
resetHighlights()
|
||||
|
||||
func resolveMoveEffects() -> void:
|
||||
print("resolveMoveEffects")
|
||||
print("currentlyMovingPiece", currentlyMovingPiece)
|
||||
var piece = currentlyMovingPiece
|
||||
if piece.name == "Pawn":
|
||||
if piece.Double_Start:
|
||||
piece.En_Passant = true
|
||||
piece.Double_Start = false
|
||||
elif piece.name == "King":
|
||||
piece.Castling = false
|
||||
elif piece.name == "Rook":
|
||||
piece.Castling = false
|
||||
|
||||
selectedNode = ""
|
||||
Turn = 1 if Turn == 0 else 0
|
||||
updateTurnIndicator()
|
||||
resetHighlights()
|
||||
deckManager.updateCardDurations()
|
||||
hasMoved = false
|
||||
currentlyMovingPiece = null
|
||||
|
||||
|
||||
func resetHighlights():
|
||||
for button in boardContainer.get_children():
|
||||
var coord = button.name.split("-")
|
||||
var isWhiteSquare = (int(coord[0]) + int(coord[1])) % 2 == 0
|
||||
if isWhiteSquare:
|
||||
button.add_theme_stylebox_override("normal", lightStyle)
|
||||
else:
|
||||
button.add_theme_stylebox_override("normal", darkStyle)
|
||||
|
||||
|
||||
func isCheckmate() -> bool:
|
||||
return false
|
||||
|
||||
func isDraw() -> bool:
|
||||
return false
|
||||
|
||||
func endGame(reason: String) -> void:
|
||||
pass
|
||||
|
||||
func cleanupPhase() -> void:
|
||||
pass
|
||||
|
||||
func isNull(location: String) -> bool:
|
||||
return get_node_or_null("Flow/" + location) == null
|
||||
20
Systems/StateMachine/ChessGameState.gd
Normal file
20
Systems/StateMachine/ChessGameState.gd
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
class_name ChessGameState extends Node
|
||||
|
||||
signal finished(nextStatePath: String, data: Dictionary)
|
||||
const ChessGame = preload("res://Systems/Game/ChessGame.gd")
|
||||
@export var game: ChessGame
|
||||
|
||||
func _ready() -> void:
|
||||
assert(game != null, "ChessGameState must have a ChessGame reference")
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
pass
|
||||
|
||||
func exit() -> void:
|
||||
pass
|
||||
|
||||
func handleInput(_event: InputEvent) -> void:
|
||||
pass
|
||||
|
||||
func update(_delta: float) -> void:
|
||||
pass
|
||||
17
Systems/StateMachine/Constants.gd
Normal file
17
Systems/StateMachine/Constants.gd
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
extends Node
|
||||
|
||||
|
||||
const WHITE_TURN = "WhiteTurn"
|
||||
const BLACK_TURN = "BlackTurn"
|
||||
const HAND_SETUP = "HandSetup"
|
||||
const DRAW_PHASE = "DrawPhase"
|
||||
const PERSISTENT_EFFECTS = "ResolvePersistentEffects"
|
||||
const TILE_EFFECTS = "ApplyTileEffects"
|
||||
const PRE_MOVE = "PreMovePhase"
|
||||
const ATTACH_CARDS = "AttachCards"
|
||||
const APPLY_CARD_EFFECTS = "ApplyCardEffects"
|
||||
const MOVEMENT = "Movement"
|
||||
const POST_MOVE = "PostMovePhase"
|
||||
const EVALUATE_POSITION = "EvaluatePosition"
|
||||
const CLEANUP = "CleanupPhase"
|
||||
const ROUND_END = "RoundEnd"
|
||||
5
Systems/StateMachine/GameStates/ApplyCardEffects.gd
Normal file
5
Systems/StateMachine/GameStates/ApplyCardEffects.gd
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.applyCardEffects()
|
||||
finished.emit(Constants.MOVEMENT)
|
||||
5
Systems/StateMachine/GameStates/ApplyTileEffects.gd
Normal file
5
Systems/StateMachine/GameStates/ApplyTileEffects.gd
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.applyTileEffects()
|
||||
finished.emit(Constants.PRE_MOVE)
|
||||
5
Systems/StateMachine/GameStates/AttachCards.gd
Normal file
5
Systems/StateMachine/GameStates/AttachCards.gd
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.attachSelectedCards()
|
||||
finished.emit(Constants.APPLY_CARD_EFFECTS)
|
||||
5
Systems/StateMachine/GameStates/BlackTurn.gd
Normal file
5
Systems/StateMachine/GameStates/BlackTurn.gd
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.currentPlayer = game.BLACK
|
||||
finished.emit(Constants.HAND_SETUP)
|
||||
11
Systems/StateMachine/GameStates/CleanupPhase.gd
Normal file
11
Systems/StateMachine/GameStates/CleanupPhase.gd
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, data := {}) -> void:
|
||||
game.cleanupPhase()
|
||||
|
||||
if "endCondition" in data:
|
||||
finished.emit(Constants.ROUND_END)
|
||||
elif game.currentPlayer == game.WHITE:
|
||||
finished.emit(Constants.BLACK_TURN)
|
||||
else:
|
||||
finished.emit(Constants.WHITE_TURN)
|
||||
5
Systems/StateMachine/GameStates/DrawPhase.gd
Normal file
5
Systems/StateMachine/GameStates/DrawPhase.gd
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.drawCards()
|
||||
finished.emit(Constants.PERSISTENT_EFFECTS)
|
||||
11
Systems/StateMachine/GameStates/EvaluatePosition.gd
Normal file
11
Systems/StateMachine/GameStates/EvaluatePosition.gd
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
if game.isCheckmate():
|
||||
game.endGame("checkmate")
|
||||
finished.emit(Constants.CLEANUP, {"endCondition": "checkmate"})
|
||||
elif game.isDraw():
|
||||
game.endGame("draw")
|
||||
finished.emit(Constants.CLEANUP, {"endCondition": "draw"})
|
||||
else:
|
||||
finished.emit(Constants.CLEANUP)
|
||||
5
Systems/StateMachine/GameStates/HandSetup.gd
Normal file
5
Systems/StateMachine/GameStates/HandSetup.gd
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.prepareHand()
|
||||
finished.emit(Constants.DRAW_PHASE)
|
||||
17
Systems/StateMachine/GameStates/Movement.gd
Normal file
17
Systems/StateMachine/GameStates/Movement.gd
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.resetHighlights()
|
||||
if game.selectedNode != "":
|
||||
game.getValidMoves()
|
||||
|
||||
func handleMovement(location: String) -> void:
|
||||
var node = game.get_node("Flow/" + location)
|
||||
if game.selectedNode == "":
|
||||
if node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn:
|
||||
game.selectedNode = location
|
||||
game.getMovableAreas()
|
||||
else:
|
||||
if game.isValidMove(location):
|
||||
game.executeMove(location)
|
||||
finished.emit(Constants.POST_MOVE)
|
||||
5
Systems/StateMachine/GameStates/PostMovePhase.gd
Normal file
5
Systems/StateMachine/GameStates/PostMovePhase.gd
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.resolveMoveEffects()
|
||||
finished.emit(Constants.EVALUATE_POSITION)
|
||||
8
Systems/StateMachine/GameStates/PreMovePhase.gd
Normal file
8
Systems/StateMachine/GameStates/PreMovePhase.gd
Normal file
|
|
@ -0,0 +1,8 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
pass
|
||||
|
||||
func handleInput(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("playCard"):
|
||||
finished.emit(Constants.ATTACH_CARDS)
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.updateEffectDurations()
|
||||
finished.emit(Constants.TILE_EFFECTS)
|
||||
21
Systems/StateMachine/GameStates/RoundEnd.gd
Normal file
21
Systems/StateMachine/GameStates/RoundEnd.gd
Normal file
|
|
@ -0,0 +1,21 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, data := {}) -> void:
|
||||
# Check win condition
|
||||
if "endCondition" in data:
|
||||
match data["endCondition"]:
|
||||
"checkmate":
|
||||
handleCheckmate()
|
||||
"draw":
|
||||
handleDraw()
|
||||
|
||||
# Reset state for next round
|
||||
game.resetBoard()
|
||||
finished.emit(Constants.WHITE_TURN)
|
||||
|
||||
func handleCheckmate() -> void:
|
||||
var winner = "White" if game.turn == 1 else "Black"
|
||||
print("Checkmate! " + winner + " wins!")
|
||||
|
||||
func handleDraw() -> void:
|
||||
print("Game ended in draw")
|
||||
5
Systems/StateMachine/GameStates/WhiteTurn.gd
Normal file
5
Systems/StateMachine/GameStates/WhiteTurn.gd
Normal file
|
|
@ -0,0 +1,5 @@
|
|||
extends "res://Systems/StateMachine/ChessGameState.gd"
|
||||
|
||||
func enter(_previous: String, _data := {}) -> void:
|
||||
game.currentPlayer = game.WHITE
|
||||
finished.emit(Constants.HAND_SETUP)
|
||||
|
|
@ -1,14 +1,17 @@
|
|||
class_name StateMachine extends Node
|
||||
|
||||
@export var initialState: State = null
|
||||
@export var initialState: ChessGameState = null
|
||||
|
||||
@onready var state: State = (func getInitialState() -> State:
|
||||
@onready var state: ChessGameState = (func getInitialState() -> State:
|
||||
return initialState if initialState != null else get_child(0)
|
||||
).call()
|
||||
|
||||
@onready var parent = get_parent()
|
||||
var previouseState = null
|
||||
|
||||
|
||||
func ready() -> void:
|
||||
for stateNode: State in find_children("*", "State"):
|
||||
for stateNode: ChessGameState in find_children("*", "ChessGameState"):
|
||||
stateNode.finished.connect(transitionToNextState)
|
||||
|
||||
await owner.ready
|
||||
|
|
@ -21,14 +24,15 @@ func unhandledInput(event: InputEvent) -> void:
|
|||
|
||||
func process(delta: float) -> void:
|
||||
state.update(delta)
|
||||
|
||||
|
||||
|
||||
|
||||
func transitionToNextState(targetStatePath: String, data: Dictionary = {}) -> void:
|
||||
if not has_node(targetStatePath):
|
||||
printerr(owner.name + ": Trying to transition to state " + targetStatePath + " but it does not exist.")
|
||||
return
|
||||
var previousStatePath := state.name
|
||||
previouseState = state.name
|
||||
state.exit()
|
||||
state = get_node(targetStatePath)
|
||||
state.enter(previousStatePath, data)
|
||||
|
||||
state.enter(previouseState, data)
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@ func _process(_delta):
|
|||
self.texture = load("res://addons/Chess/Textures/BBishop.svg")
|
||||
|
||||
|
||||
func get_valid_moves(board_flow, current_location: String) -> Dictionary:
|
||||
func getValidMoves(board_flow, current_location: String) -> Dictionary:
|
||||
var moves = {
|
||||
"regular_moves": [],
|
||||
"special_moves": []
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@ func _process(_delta):
|
|||
self.texture = load("res://addons/Chess/Textures/BKing.svg")
|
||||
|
||||
# King.gd
|
||||
func get_valid_moves(board_flow, current_location: String) -> Dictionary:
|
||||
func getValidMoves(board_flow, current_location: String) -> Dictionary:
|
||||
var moves = {
|
||||
"regular_moves": [],
|
||||
"special_moves": []
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ func _process(_delta):
|
|||
self.texture = load("res://addons/Chess/Textures/WKnight.svg")
|
||||
elif Item_Color == 1:
|
||||
self.texture = load("res://addons/Chess/Textures/BKnight.svg")
|
||||
func get_valid_moves(board_flow, current_location: String) -> Dictionary:
|
||||
func getValidMoves(board_flow, current_location: String) -> Dictionary:
|
||||
var moves = {
|
||||
"regular_moves": [],
|
||||
"special_moves": []
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ func _process(_delta):
|
|||
|
||||
# Movement interface method that all pieces will implement
|
||||
# In Pawn.gd
|
||||
func get_valid_moves(board_flow, current_location: String) -> Dictionary:
|
||||
func getValidMoves(board_flow, current_location: String) -> Dictionary:
|
||||
var moves = {
|
||||
"regular_moves": [],
|
||||
"special_moves": []
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ func _process(_delta):
|
|||
elif Item_Color == 1:
|
||||
self.texture = load("res://addons/Chess/Textures/BQueen.svg")
|
||||
|
||||
func get_valid_moves(board_flow, current_location: String) -> Dictionary:
|
||||
func getValidMoves(board_flow, current_location: String) -> Dictionary:
|
||||
var moves = {
|
||||
"regular_moves": [],
|
||||
"special_moves": []
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@ func _process(_delta):
|
|||
elif Item_Color == 1:
|
||||
self.texture = load("res://addons/Chess/Textures/BRook.svg")
|
||||
|
||||
func get_valid_moves(board_flow, current_location: String) -> Dictionary:
|
||||
func getValidMoves(board_flow, current_location: String) -> Dictionary:
|
||||
var moves = {
|
||||
"regular_moves": [],
|
||||
"special_moves": []
|
||||
|
|
|
|||
82
board.tscn
82
board.tscn
|
|
@ -1,7 +1,21 @@
|
|||
[gd_scene load_steps=3 format=3 uid="uid://d0qyk6v20uief"]
|
||||
[gd_scene load_steps=17 format=3 uid="uid://d0qyk6v20uief"]
|
||||
|
||||
[ext_resource type="Script" path="res://Generator.gd" id="1_ckrtr"]
|
||||
[ext_resource type="Script" path="res://Game.gd" id="1_f1l42"]
|
||||
[ext_resource type="Script" path="res://Systems/Game/ChessGame.gd" id="1_fkb2r"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/WhiteTurn.gd" id="3_276ip"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/StateMachine.gd" id="3_lw81y"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/BlackTurn.gd" id="4_tl1oh"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/HandSetup.gd" id="5_4xbce"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/DrawPhase.gd" id="6_xlfb1"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/ResolvePersistentEffects.gd" id="7_1ufry"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/ApplyTileEffects.gd" id="8_h8ea3"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/PreMovePhase.gd" id="9_vq75e"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/AttachCards.gd" id="10_mkypi"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/ApplyCardEffects.gd" id="11_fqmmt"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/Movement.gd" id="12_l81sw"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/PostMovePhase.gd" id="13_d4fiw"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/EvaluatePosition.gd" id="14_icem8"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/CleanupPhase.gd" id="15_m58r8"]
|
||||
[ext_resource type="Script" path="res://Systems/StateMachine/GameStates/RoundEnd.gd" id="16_8h5do"]
|
||||
|
||||
[node name="Board" type="Control"]
|
||||
layout_mode = 3
|
||||
|
|
@ -10,7 +24,7 @@ anchor_right = 1.0
|
|||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
script = ExtResource("1_f1l42")
|
||||
script = ExtResource("1_fkb2r")
|
||||
|
||||
[node name="Flow" type="FlowContainer" parent="."]
|
||||
layout_mode = 1
|
||||
|
|
@ -20,7 +34,6 @@ anchor_right = 0.5
|
|||
offset_left = -252.0
|
||||
offset_right = -252.0
|
||||
grow_horizontal = 2
|
||||
script = ExtResource("1_ckrtr")
|
||||
|
||||
[node name="Player1Points" type="RichTextLabel" parent="."]
|
||||
layout_mode = 1
|
||||
|
|
@ -72,4 +85,61 @@ offset_right = 20.0
|
|||
grow_horizontal = 2
|
||||
grow_vertical = 0
|
||||
|
||||
[connection signal="send_location" from="Flow" to="." method="_on_flow_send_location"]
|
||||
[node name="StateMachine" type="Node" parent="."]
|
||||
script = ExtResource("3_lw81y")
|
||||
|
||||
[node name="WhiteTurn" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("3_276ip")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="BlackTurn" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("4_tl1oh")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="HandSetup" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("5_4xbce")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="DrawPhase" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("6_xlfb1")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="ResolvePersistentEffects" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("7_1ufry")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="ApplyTileEffects" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("8_h8ea3")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="PreMovePhase" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("9_vq75e")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="AttachCards" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("10_mkypi")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="ApplyCardEffects" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("11_fqmmt")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="Movement" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("12_l81sw")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="PostMovePhase" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("13_d4fiw")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="EvaluatePosition" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("14_icem8")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="CleanupPhase" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("15_m58r8")
|
||||
game = NodePath("../..")
|
||||
|
||||
[node name="RoundEnd" type="Node" parent="StateMachine" node_paths=PackedStringArray("game")]
|
||||
script = ExtResource("16_8h5do")
|
||||
game = NodePath("../..")
|
||||
|
|
|
|||
|
|
@ -15,6 +15,14 @@ run/main_scene="res://board.tscn"
|
|||
config/features=PackedStringArray("4.3", "Forward Plus")
|
||||
config/icon="res://icon.svg"
|
||||
|
||||
[autoload]
|
||||
|
||||
Constants="*res://Systems/StateMachine/Constants.gd"
|
||||
|
||||
[editor]
|
||||
|
||||
use_spaces=true
|
||||
|
||||
[editor_plugins]
|
||||
|
||||
enabled=PackedStringArray()
|
||||
|
|
|
|||
Loading…
Reference in a new issue