fixed supernova UI
This commit is contained in:
parent
7ec39b6c28
commit
19e75c60f9
2 changed files with 43 additions and 54 deletions
|
|
@ -51,8 +51,17 @@ func update_duration():
|
|||
remaining_turns -= 1
|
||||
if remaining_turns <= 0:
|
||||
remove_effect()
|
||||
burn_or()
|
||||
|
||||
|
||||
|
||||
func burn_or():
|
||||
|
||||
match rank:
|
||||
Rank.RANK_0: burned = true
|
||||
Rank.RANK_1: burned = true
|
||||
Rank.RANK_2: pass
|
||||
Rank.RANK_3: pass
|
||||
return true
|
||||
func modify_moves() -> Dictionary:
|
||||
return {}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,23 +1,19 @@
|
|||
class_name SupernovaCard extends Card
|
||||
|
||||
const CAPTURE_RADIUS = 4
|
||||
|
||||
const CAPTURE_RADIUS = 3
|
||||
var started = false;
|
||||
func _init():
|
||||
duration = 5
|
||||
super._init()
|
||||
cardName = "Supernova"
|
||||
rank = Rank.RANK_0
|
||||
effectType = EffectType.PIECE_EFFECT
|
||||
description = "All enemy units within 4 radius are captured"
|
||||
description = "All enemy units within 3 radius are captured"
|
||||
unitWhitelist = ["King"]
|
||||
remaining_turns = duration
|
||||
|
||||
func apply_effect(target_piece = null, board_flow = null, game_state = null):
|
||||
print(cardName, " APPLY EFFECT ")
|
||||
# if !super.apply_effect(target_piece, board_flow, game_state):
|
||||
# print(cardName, " super apply false ")
|
||||
# return false
|
||||
|
||||
remaining_turns = duration
|
||||
attached_piece = target_piece
|
||||
if !target_piece or !board_flow or !game_state:
|
||||
print(cardName, " missing input param ")
|
||||
|
|
@ -28,82 +24,71 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
|
|||
var king_x = int(king_pos[0])
|
||||
var king_y = int(king_pos[1])
|
||||
|
||||
# Collect all tiles within radius to check
|
||||
# Calculate tiles as before...
|
||||
var tiles_to_check = []
|
||||
|
||||
# Check in all directions (up, down, left, right and diagonals)
|
||||
for dx in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
|
||||
for dy in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
|
||||
# Skip if outside Manhattan distance
|
||||
if abs(dx) + abs(dy) > CAPTURE_RADIUS:
|
||||
continue
|
||||
|
||||
# Calculate target coordinates
|
||||
var target_x = king_x + dx
|
||||
var target_y = king_y + dy
|
||||
|
||||
# Skip if outside board bounds
|
||||
if target_x < 0 or target_x >= 8 or target_y < 0 or target_y >= 8:
|
||||
continue
|
||||
|
||||
# Skip king's own position
|
||||
if dx == 0 and dy == 0:
|
||||
continue
|
||||
|
||||
# Add tile to check list
|
||||
tiles_to_check.append(str(target_x) + "-" + str(target_y))
|
||||
|
||||
print(tiles_to_check)
|
||||
# reset_tile_styles(board_flow, tiles_to_check)
|
||||
# Process each tile and capture pieces
|
||||
# Process tiles and add overlay
|
||||
for tile_name in tiles_to_check:
|
||||
var tile = board_flow.get_node(tile_name)
|
||||
var style = StyleBoxFlat.new()
|
||||
style.bg_color = Color(1, 0, 0, 0.3) # Red tint
|
||||
tile.remove_theme_stylebox_override("normal")
|
||||
tile.add_theme_stylebox_override("normal", style)
|
||||
|
||||
if tile.get_child_count() > 0:
|
||||
var piece = tile.get_child(0)
|
||||
# print("Process", piece.name, " | ", piece.Item_Color, " | ", target_piece.Item_Color)
|
||||
if piece.Item_Color != target_piece.Item_Color: # Only capture enemy pieces
|
||||
# Remove any existing overlay
|
||||
var existing_overlay = tile.get_node_or_null("SupernovaOverlay")
|
||||
if existing_overlay:
|
||||
existing_overlay.queue_free()
|
||||
|
||||
# Create new overlay
|
||||
var overlay = ColorRect.new()
|
||||
overlay.name = "SupernovaOverlay"
|
||||
overlay.color = Color(1, 0, 0, 0.3)
|
||||
overlay.size = tile.size
|
||||
overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE # Make sure overlay doesn't block input
|
||||
tile.add_child(overlay)
|
||||
overlay.show()
|
||||
|
||||
# Handle piece capture
|
||||
if tile.get_child_count() > 1: # > 1 because we just added the overlay
|
||||
var piece = tile.get_child(0) # Piece should still be first child
|
||||
if piece.Item_Color != target_piece.Item_Color:
|
||||
game_state.updatePoints(piece)
|
||||
piece.queue_free()
|
||||
|
||||
# Setup timer to remove overlays
|
||||
var timer = Timer.new()
|
||||
board_flow.add_child(timer)
|
||||
timer.wait_time = 0.5
|
||||
timer.one_shot = true
|
||||
timer.timeout.connect(func():
|
||||
reset_tile_styles(board_flow, tiles_to_check)
|
||||
for tile_name in tiles_to_check:
|
||||
var tile = board_flow.get_node(tile_name)
|
||||
var overlay = tile.get_node_or_null("SupernovaOverlay")
|
||||
if overlay:
|
||||
overlay.queue_free()
|
||||
timer.queue_free()
|
||||
)
|
||||
timer.start()
|
||||
# Visual feedback
|
||||
# for tile_name in tiles_to_check:
|
||||
# var tile = board_flow.get_node(tile_name)
|
||||
# var style = StyleBoxFlat.new()
|
||||
# style.bg_color = Color(1, 0, 0, 0.3) # Red tint
|
||||
# tile.add_theme_stylebox_override("normal", style)
|
||||
|
||||
# var timer = Timer.new()
|
||||
# board_flow.add_child(timer)
|
||||
# timer.wait_time = 0.5
|
||||
# timer.one_shot = true
|
||||
# timer.timeout.connect(func():
|
||||
# tile.remove_theme_stylebox_override("normal")
|
||||
# timer.queue_free()
|
||||
# )
|
||||
# timer.start()
|
||||
setup_persistent_effect(game_state);
|
||||
# game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
|
||||
|
||||
setup_persistent_effect(game_state)
|
||||
return true
|
||||
|
||||
|
||||
func reset_tile_styles(board_flow, tiles_to_check):
|
||||
for tile_name in tiles_to_check:
|
||||
var tile = board_flow.get_node(tile_name)
|
||||
if !tile:
|
||||
print("continue")
|
||||
continue
|
||||
|
||||
# Reset to original chess board pattern
|
||||
|
|
@ -135,11 +120,6 @@ func on_turn_changed():
|
|||
|
||||
# Now try apply_effect with these values
|
||||
apply_effect(piece, flow, state)
|
||||
remaining_turns -= 1
|
||||
if remaining_turns <= 0:
|
||||
remove_effect()
|
||||
else:
|
||||
burned = true
|
||||
|
||||
func remove_effect():
|
||||
if attached_piece:
|
||||
|
|
|
|||
Loading…
Reference in a new issue