implemnting double move card

This commit is contained in:
2ManyProjects 2025-01-31 00:51:10 -06:00
parent a9f79d673c
commit 396298b492
11 changed files with 297 additions and 134 deletions

View file

@ -9,15 +9,15 @@ enum EffectType {
SPECIAL_ACTION
}
var card_name: String
var cardName: String
var rank: Rank
var description: String
var duration: int = 0
var attached_piece: Pawn = null
var burned: bool = false
var effect_type: EffectType
var effectType: EffectType
var remaining_turns: int = 0
var unit_whitelist: Array[String] = [] # List of piece types this card can be attached to
var unitWhitelist: Array[String] = [] # List of piece types this card can be attached to
var id: String = Utils.generate_guid()
func _init():
@ -25,9 +25,9 @@ func _init():
# print(id)
func can_attach_to_piece(piece: Pawn) -> bool:
if unit_whitelist.is_empty():
if unitWhitelist.is_empty():
return true
return unit_whitelist.has(piece.name)
return unitWhitelist.has(piece.name)
func apply_effect(target_piece = null, board_flow = null, game_state = null):
if burned || (target_piece && !can_attach_to_piece(target_piece)):

View file

@ -1,8 +1,8 @@
extends Control
class_name CardDisplay
var card_displays = []
var selected_card = null
var cardDisplays = []
var selectedCard = null
const CARD_WIDTH = 150
const CARD_HEIGHT = 250
const CARD_MARGIN = 10
@ -16,61 +16,59 @@ func _ready():
func update_hand(hand: Array):
clear_cards()
print("update_hand")
for card in hand:
print(card.id)
add_card_display(card)
func add_card_display(card):
var card_panel = PanelContainer.new()
card_panel.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
var cardPanel = PanelContainer.new()
cardPanel.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
var vbox = VBoxContainer.new()
vbox.set_meta("card_id", card.id)
card_panel.add_child(vbox)
cardPanel.add_child(vbox)
var name_label = Label.new()
name_label.text = card.card_name
name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(name_label)
var nameLabel = Label.new()
nameLabel.text = card.cardName
nameLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(nameLabel)
var rank_label = Label.new()
rank_label.text = "Rank " + str(card.rank)
rank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(rank_label)
var rankLabel = Label.new()
rankLabel.text = "Rank " + str(card.rank)
rankLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(rankLabel)
var desc_label = Label.new()
desc_label.text = card.description
desc_label.autowrap_mode = TextServer.AUTOWRAP_WORD
desc_label.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
vbox.add_child(desc_label)
var descLabel = Label.new()
descLabel.text = card.description
descLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
descLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
vbox.add_child(descLabel)
var id_label = Label.new()
id_label.text = card.id
id_label.autowrap_mode = true
id_label.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
vbox.add_child(id_label)
var idLabel = Label.new()
idLabel.text = card.id.substr(card.id.length() - 8, -1)
idLabel.autowrap_mode = true
idLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
vbox.add_child(idLabel)
card_panel.gui_input.connect(func(event): _on_card_clicked(event, card))
cardPanel.gui_input.connect(func(event): _on_card_clicked(event, card))
card_displays.append(card_panel)
container.add_child(card_panel)
cardDisplays.append(cardPanel)
container.add_child(cardPanel)
func _on_card_clicked(event: InputEvent, card: Card):
if event is InputEventMouseButton and event.pressed:
if selected_card == null || selected_card.id != card.id:
selected_card = card
if selectedCard == null || selectedCard.id != card.id:
selectedCard = card
container.emit_signal("card_pressed", card)
elif selected_card.id == card.id:
selected_card = null
highlight_selected_card(selected_card)
# selected_card = card
# highlight_selected_card(card)
elif selectedCard.id == card.id:
selectedCard = null
highlight_selectedCard(selectedCard)
# selectedCard = card
# highlight_selectedCard(card)
# container.emit_signal("card_pressed", card)
func highlight_selected_card(selected: Card) -> void:
for display in card_displays:
func highlight_selectedCard(selected: Card) -> void:
for display in cardDisplays:
var style = StyleBoxFlat.new()
style.bg_color = Color(0.2, 0.2, 0.2, 1) # Default color
@ -81,17 +79,17 @@ func highlight_selected_card(selected: Card) -> void:
display.add_theme_stylebox_override("panel", style)
func get_card_by_uuid(uuid: String) -> Card:
for display in card_displays:
for display in cardDisplays:
var vbox = display.get_child(0)
if vbox.get_meta("card_id") == uuid:
return selected_card
return selectedCard
return null
func get_selected_card() -> Card:
return selected_card
func getSelectedCard() -> Card:
return selectedCard
func clear_cards():
for display in card_displays:
for display in cardDisplays:
display.queue_free()
card_displays.clear()
selected_card = null
cardDisplays.clear()
selectedCard = null

93
Systems/CardPreview.gd Normal file
View file

@ -0,0 +1,93 @@
extends Control
class_name CardPreview
const PREVIEW_WIDTH = 150
const PREVIEW_HEIGHT = 200
const SCREEN_MARGIN = 20
var currentCard: Card = null
var previewPanel: PanelContainer
func _init() -> void:
previewPanel = PanelContainer.new()
previewPanel.custom_minimum_size = Vector2(PREVIEW_WIDTH, PREVIEW_HEIGHT)
position = Vector2(0, 0)
var vbox = VBoxContainer.new()
previewPanel.add_child(vbox)
var style = StyleBoxFlat.new()
style.bg_color = Color(0.2, 0.2, 0.2, 0.9)
style.corner_radius_top_left = 10
style.corner_radius_top_right = 10
style.corner_radius_bottom_left = 10
style.corner_radius_bottom_right = 10
previewPanel.add_theme_stylebox_override("panel", style)
previewPanel.hide()
add_child(previewPanel)
func show_card_preview(card: Card) -> void:
if card == null:
previewPanel.hide()
currentCard = null
return
currentCard = card
var vbox = previewPanel.get_child(0)
for child in vbox.get_children():
child.queue_free()
var nameLabel = Label.new()
nameLabel.text = card.cardName
nameLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
nameLabel.add_theme_font_size_override("font_size", 18)
vbox.add_child(nameLabel)
var rankLabel = Label.new()
rankLabel.text = "Rank " + str(card.rank)
rankLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(rankLabel)
var idLabel = Label.new()
idLabel.text = "ID: " + card.id.substr(card.id.length() - 8, -1)
idLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(idLabel)
var durationLabel = Label.new()
durationLabel.text = str(card.remaining_turns) + " turns remaining"
durationLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
vbox.add_child(durationLabel)
var descLabel = Label.new()
descLabel.text = card.description
descLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
descLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
descLabel.custom_minimum_size = Vector2(PREVIEW_WIDTH - 20, 0)
vbox.add_child(descLabel)
previewPanel.show()
func hide_preview() -> void:
previewPanel.hide()
currentCard = null
func update_moves_remaining(moves: int) -> void:
if currentCard == null:
return
var vbox = previewPanel.get_child(0)
var movesLabel = Label.new()
movesLabel.text = "Moves remaining this turn: " + str(moves)
movesLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
# Remove old moves label if it exists
for child in vbox.get_children():
if child.text.begins_with("Moves remaining this turn:"):
child.queue_free()
vbox.add_child(movesLabel)

View file

@ -3,12 +3,12 @@ class_name DoubleTimeCard extends Card
func _init():
super._init()
# id = Utils.generate_guid()
card_name = "Double Time"
cardName = "Double Time"
rank = Rank.RANK_2
effect_type = EffectType.MOVEMENT_MODIFIER
effectType = EffectType.MOVEMENT_MODIFIER
description = "Piece can move twice in one turn"
duration = 2 # Lasts for 2 turns
unit_whitelist = []
unitWhitelist = []
func modify_moves() -> Dictionary:
return {

View file

@ -1,20 +1,20 @@
class_name DrunkDrivingCard extends Card
func _init():
super._init()
# id = Utils.generate_guid()
card_name = "Drunk Driving"
rank = Rank.RANK_1
effect_type = EffectType.SPECIAL_ACTION
description = "Force Rook to move to opposite end"
unit_whitelist = ["Rook"] # Can only be attached to Rooks
super._init()
# id = Utils.generate_guid()
cardName = "Drunk Driving"
rank = Rank.RANK_1
effectType = EffectType.SPECIAL_ACTION
description = "Force Rook to move to opposite end"
unitWhitelist = ["Rook"] # Can only be attached to Rooks
func apply_effect(target_piece = null, board_flow = null, game_state = null):
if !super.apply_effect(target_piece, board_flow, game_state):
return false
if !super.apply_effect(target_piece, board_flow, game_state):
return false
if target_piece:
var current_pos = target_piece.get_parent().name.split("-")
var target_x = current_pos[0]
var target_y = "0" if target_piece.Item_Color == 0 else "7"
return [target_x + "-" + target_y]
return false
if target_piece:
var current_pos = target_piece.get_parent().name.split("-")
var target_x = current_pos[0]
var target_y = "0" if target_piece.Item_Color == 0 else "7"
return [target_x + "-" + target_y]
return false

View file

@ -1,21 +1,21 @@
class_name SupernovaCard extends Card
func _init():
super._init()
# id = Utils.generate_guid()
card_name = "Supernova"
rank = Rank.RANK_0
effect_type = EffectType.PIECE_EFFECT
description = "Remove all abilities from enemy pieces"
unit_whitelist = ["King"] # Can only be used by Kings
super._init()
# id = Utils.generate_guid()
cardName = "Supernova"
rank = Rank.RANK_0
effectType = EffectType.PIECE_EFFECT
description = "Remove all abilities from enemy pieces"
unitWhitelist = ["King"] # Can only be used by Kings
func apply_effect(target_piece = null, board_flow = null, game_state = null):
if !super.apply_effect(target_piece, board_flow, game_state):
return false
if !super.apply_effect(target_piece, board_flow, game_state):
return false
if board_flow:
for cell in board_flow.get_children():
if cell.get_child_count() > 0:
var piece = cell.get_child(0)
if piece.Item_Color != target_piece.Item_Color:
pass
return true
if board_flow:
for cell in board_flow.get_children():
if cell.get_child_count() > 0:
var piece = cell.get_child(0)
if piece.Item_Color != target_piece.Item_Color:
pass
return true

View file

@ -36,6 +36,15 @@ func drawStartingHand():
func drawCard():
if deck.is_empty() && !discard.is_empty():
print("*******************************")
print("*******************************")
print("*******************************")
print("*******************************")
print("********ADDING DISCARD TO DECK*")
print("*******************************")
print("*******************************")
print("*******************************")
print("*******************************")
deck = discard.duplicate()
discard.clear()
shuffleDeck()
@ -62,19 +71,6 @@ func playCard(card: Card, target_piece: Pawn, board_flow = null, game_state = nu
hand.erase(card)
emit_signal("hand_updated", hand)
match card.rank:
Card.Rank.RANK_0:
# Burned permanently
pass
Card.Rank.RANK_1:
# Burned until next match
pass
Card.Rank.RANK_2:
discard.append(card)
Card.Rank.RANK_3:
deck.append(card)
shuffleDeck()
return true
return false
@ -84,9 +80,28 @@ func updateCardDurations():
for piece_id in attached_cards:
var card = attached_cards[piece_id]
card.update_duration()
print("Card: ", card.id, " | ", card.card_name, " | ", card.remaining_turns)
print("Card: ", card.id, " | ", card.cardName, " | ", card.remaining_turns)
if card.remaining_turns <= 0:
expired_cards.append(piece_id)
match card.rank:
Card.Rank.RANK_0:
# Burned permanently
pass
Card.Rank.RANK_1:
# Burned until next match
pass
Card.Rank.RANK_2:
print("Rank 2 add to Discard")
discard.append(card)
# continue
pass
Card.Rank.RANK_3:
deck.append(card)
# continue
print("Rank 1 add to Deck")
pass
else:
var piece_node = instance_from_id(piece_id)
if is_instance_valid(piece_node):

View file

@ -25,6 +25,7 @@ var Turn: int = 0
@onready var p2String: RichTextLabel = $Player2Points
@onready var deckManager: DeckManager
@onready var cardDisplay: CardDisplay
@onready var cardPreview: CardPreview
@export var boardXSize = 8
@export var boardYSize = 8
@ -55,7 +56,11 @@ func initializeGame() -> void:
initializeBoard()
setupUI()
initializeDeckSystem()
initializeCardPreview()
func initializeCardPreview() -> void:
cardPreview = CardPreview.new()
add_child(cardPreview)
func initializeBoard() -> void:
@ -132,6 +137,7 @@ func createTile(x: int, y: int, isWhite: bool) -> void:
func clearSelection() :
resetHighlights()
selectedNode = ""
cardPreview.hide_preview()
return
@ -254,10 +260,10 @@ func applyTileEffects() -> void:
func attachSelectedCards() -> void:
# Logic for attaching selected cards to pieces
var selectedCard = cardDisplay.get_selected_card()
var selectedCard = cardDisplay.getSelectedCard()
if selectedCard and selectedNode:
var piece = get_node("Flow/" + selectedNode).get_child(0)
if piece and selectedCard.can_attach_to_piece(piece):
if piece and selectedCard.can_attach_to_piece(piece) and !deckManager.attached_cards.has(get_instance_id()):
deckManager.playCard(selectedCard, piece, boardContainer, self)
@ -303,12 +309,17 @@ func getMovableAreas() -> void:
specialArea.clear()
var piece = get_node("Flow/" + selectedNode).get_child(0)
# print("Flow/" + selectedNode)
# print("PEICE ", piece)
# var flowNodes = get_tree().get_nodes_in_group("Flow")
# print("Flow nodes:", flowNodes)
# if !piece:
# return
var piece_id = piece.get_instance_id()
if deckManager.attached_cards.has(piece_id):
var card = deckManager.attached_cards[piece_id]
cardPreview.show_card_preview(card)
if stateMachine.state.name == Constants.MOVEMENT:
var movement_state = stateMachine.state
if piece_id in movement_state.moves_remaining:
var moves_left = movement_state.moves_remaining[piece_id] - 1
cardPreview.update_moves_remaining(moves_left)
else:
cardPreview.hide_preview()
var moves = piece.getValidMoves(boardContainer, selectedNode)
areas = moves.regular_moves
specialArea = moves.special_moves

View file

@ -25,19 +25,19 @@ func exit() -> void:
if game.boardContainer.is_connected("tile_pressed", handleTilePressed):
game.boardContainer.disconnect("tile_pressed", handleTilePressed)
game.cardDisplay.selected_card = null
game.cardDisplay.selectedCard = null
game.selectedNode = ""
game.resetHighlights()
func handleTilePressed(location: String) -> void:
print("HANDLING Tile PRESSED ", location)
# print("HANDLING Tile PRESSED ", location)
var targetNode = game.get_node("Flow/" + location)
if targetNode.get_child_count() == 0:
return
var piece = targetNode.get_child(0)
var selectedCard = game.cardDisplay.get_selected_card()
var selectedCard = game.cardDisplay.getSelectedCard()
if selectedCard and piece:
var isCorrectColor = (piece.Item_Color == 0 and game.currentPlayer == game.WHITE) or \
@ -46,7 +46,7 @@ func handleTilePressed(location: String) -> void:
if isCorrectColor and selectedCard.can_attach_to_piece(piece) and \
!game.deckManager.attached_cards.has(piece.get_instance_id()):
if game.deckManager.playCard(selectedCard, piece, game.boardContainer, game):
print("Successfully attached card ", selectedCard.card_name, " to ", piece.name, " at ", location)
# print("Successfully attached card ", selectedCard.cardName, " to ", piece.name, " at ", location)
piece.on_card_effect_changed()
if game.deckManager.hand.is_empty():
complete_attachment_phase()
@ -62,3 +62,4 @@ func complete_attachment_phase() -> void:
timer.stop()
_on_timer_timeout()

View file

@ -1,5 +1,7 @@
extends "res://Systems/StateMachine/ChessGameState.gd"
var moves_remaining = {}
var multiMoving = false
func _ready() -> void:
print("Movement state ready")
@ -13,6 +15,14 @@ func enter(_previous: String, _data := {}) -> void:
if game.selectedNode != "":
game.getMovableAreas()
moves_remaining.clear()
multiMoving = false
for piece_id in game.deckManager.attached_cards:
var card = game.deckManager.attached_cards[piece_id]
if card is DoubleTimeCard:
var effects = card.modify_moves()
moves_remaining[piece_id] = effects.get("extra_moves", 0) + 1
func exit() -> void:
if game.boardContainer.is_connected("tile_pressed", handleMovement):
game.boardContainer.disconnect("tile_pressed", handleMovement)
@ -20,12 +30,32 @@ func exit() -> void:
func handleMovement(location: String) -> void:
# print("HANDLING MOVEMENT ", location)
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()
elif game.selectedNode == location:
game.clearSelection()
return
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
var piece_id = piece.get_instance_id()
var is_multi_moving = piece_id in moves_remaining and moves_remaining[piece_id] > 1
# print(moves_remaining, " | ", piece_id, " | ",is_multi_moving)
var consumeMove = true;
if is_multi_moving:
moves_remaining[piece_id] -= 1
consumeMove = false;
else:
# No more moves remaining, end turn
if piece_id in moves_remaining:
moves_remaining.erase(piece_id)
# finished.emit(Constants.POST_MOVE)
if game.selectedNode == location:
if !is_multi_moving and !multiMoving:
print("CLEAR SELECTION*************")
game.clearSelection()
elif isCastlingMove(node, location):
handleCastling(node)
finished.emit(Constants.POST_MOVE)
@ -34,20 +64,41 @@ func handleMovement(location: String) -> void:
handleEnPassant(node)
# Reselect piece
elif isReselectMove(node):
game.selectedNode = location
game.getMovableAreas()
if !is_multi_moving and !multiMoving:
print("RESELECT SELECTION*************")
game.selectedNode = location
game.getMovableAreas()
# Capture piece
elif isCaptureMove(node):
handleCapture(node)
finished.emit(Constants.POST_MOVE)
# Regular move
elif isRegularMove(node):
handleRegularMove(node)
finished.emit(Constants.POST_MOVE)
# elif isRegularMove(node):
# handleRegularMove(node)
# finished.emit(Constants.POST_MOVE)
else:
if game.isValidMove(location):
executeMove(location)
# executeMove(location)
handleRegularMove(node, consumeMove)
if consumeMove:
multiMoving = false
game.clearSelection()
finished.emit(Constants.POST_MOVE)
else:
multiMoving = true
game.selectedNode = location # Keep the piece selected for another move
# game.selectedNode = ""
game.hasMoved = false
game.currentlyMovingPiece = null
game.getMovableAreas()
print("ANOTHER MOVE")
game.resetHighlights()
if game.selectedNode != "":
game.getMovableAreas()
# finished.emit(Constants.POST_MOVE)
@ -112,15 +163,16 @@ func handleCapture(node: Node) -> void:
game.currentlyMovingPiece = piece
game.resolveMoveEffects()
func handleRegularMove(node: Node) -> void:
func handleRegularMove(node: Node, consume: bool) -> void:
print("handleRegularMove", node)
for i in game.areas:
if i == node.name:
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
piece.reparent(node)
piece.position = Vector2(25, 25)
game.currentlyMovingPiece = piece
game.resolveMoveEffects()
if consume:
game.currentlyMovingPiece = piece
game.resolveMoveEffects()

View file

@ -18,6 +18,7 @@ var Double_Start = true
var En_Passant = false
const BASE_SIZE = Vector2(40, 40)
const EFFECT_TINT_COLOR = Color(0.3, 0.8, 0.3, 0.5) # Green tint for card effects
var id: String = Utils.generate_guid()
func _ready():
modulate = Color.WHITE if Item_Color == 0 else Color.BLACK
@ -41,17 +42,9 @@ func _init() -> void:
add_child(duration_label)
duration_label.hide()
# func _process(_delta):
# if Item_Color != Temp_Color:
# Temp_Color = Item_Color
# if Item_Color == 0:
# self.texture = load("res://addons/Chess/Textures/WPawn.svg")
# elif Item_Color == 1:
# self.texture = load("res://addons/Chess/Textures/BPawn.svg")
func update_appearance() -> void:
print("update_appearance")
# print("update_appearance")
if !is_instance_valid(get_tree()) || !get_tree().get_root().has_node("Board"):
return