simplified movement animations

This commit is contained in:
2ManyProjects 2025-02-08 11:42:52 -06:00
parent 0715911318
commit 681f85a2c4
4 changed files with 29 additions and 42 deletions

View file

@ -57,12 +57,12 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
# Move piece to final position # Move piece to final position
var final_container = board_flow.get_node(str(current_x) + "-" + str(final_y)) as PieceContainer var final_container = board_flow.get_node(str(current_x) + "-" + str(final_y)) as PieceContainer
# Important: Need to remove the piece from its current container first # Important: Need to remove the piece from its current container first
# AND keep a reference to it # AND keep a reference to it
target_piece = current_container.get_piece() # Get reference before removing target_piece = current_container.get_piece() # Get reference before removing
current_container.remove_piece(true) # Remove from current container # current_container.remove_piece(true) # Remove from current container
final_container.set_piece(target_piece) # Set in new container # final_container.set_piece(target_piece) # Set in new container
final_container.animate_movement(current_container, target_piece)
game_state.currentlyMovingPiece = target_piece game_state.currentlyMovingPiece = target_piece
burned = true burned = true

View file

@ -11,6 +11,13 @@ func _init() -> void:
add_child(effects) add_child(effects)
func animate_movement(source_container: PieceContainer, moving_piece: Pawn) -> void :
await set_piece(moving_piece)
source_container.remove_piece(true)
remove_piece(true)
set_piece(moving_piece, false)
func set_piece(new_piece: Pawn, animate: bool = true) -> void: func set_piece(new_piece: Pawn, animate: bool = true) -> void:
remove_piece() # Clean up any existing piece remove_piece() # Clean up any existing piece
piece = new_piece piece = new_piece

View file

@ -180,10 +180,16 @@ func handleCastling(node: PieceContainer) -> void:
var king = kingContainer.get_piece() var king = kingContainer.get_piece()
var rook = rookContainer.get_piece() var rook = rookContainer.get_piece()
kingContainer.remove_piece(true) # kingContainer.remove_piece(true)
rookContainer.remove_piece(true) # rookContainer.remove_piece(true)
kingTargetContainer.set_piece(king) # kingTargetContainer.set_piece(king)
rookTargetContainer.set_piece(rook) # rookTargetContainer.set_piece(rook)
kingTargetContainer.animate_movement(kingContainer, king);
rookTargetContainer.animate_movement(rookContainer, rook);
game.currentlyMovingPiece = king game.currentlyMovingPiece = king
game.resolveMoveEffects() game.resolveMoveEffects()
@ -213,10 +219,14 @@ func handleCapture(node: PieceContainer) -> void:
if moving_piece && captured_piece: if moving_piece && captured_piece:
game.updatePoints(captured_piece) game.updatePoints(captured_piece)
await node.set_piece(moving_piece) node.animate_movement(source_container, moving_piece);
source_container.remove_piece(true)
node.remove_piece(true)
node.set_piece(moving_piece, false) # await node.set_piece(moving_piece)
# source_container.remove_piece(true)
# node.remove_piece(true)
# node.set_piece(moving_piece, false)
game.currentlyMovingPiece = moving_piece game.currentlyMovingPiece = moving_piece
game.resolveMoveEffects() game.resolveMoveEffects()
@ -228,11 +238,7 @@ func handleRegularMove(node: PieceContainer, consume: bool) -> void:
var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
var piece = sourceContainer.get_piece() var piece = sourceContainer.get_piece()
print("Removing Piece 1") print("Removing Piece 1")
await node.set_piece(piece) node.animate_movement(sourceContainer, piece);
sourceContainer.remove_piece(true)
node.remove_piece(true)
node.set_piece(piece, false)
game.currentlyMovingPiece = piece game.currentlyMovingPiece = piece
if consume: if consume:
game.resolveMoveEffects() game.resolveMoveEffects()

View file

@ -87,29 +87,3 @@ func getValidMoves(board_flow, current_location: String) -> Dictionary:
return moves return moves
# func getValidMoves(board_flow, current_location: String) -> Dictionary:
# var moves = {
# "regular_moves": [],
# "special_moves": []
# }
# var loc = current_location.split("-")
# var x = int(loc[0])
# var y = int(loc[1])
# # All possible L-shaped moves
# var knight_moves = [
# [-2, -1], [-2, 1],
# [-1, -2], [-1, 2],
# [1, -2], [1, 2],
# [2, -1], [2, 1]
# ]
# for move in knight_moves:
# var new_loc = str(x + move[0]) + "-" + str(y + move[1])
# if is_valid_cell(board_flow, new_loc):
# if can_move_to_cell(board_flow, new_loc) || can_move_to_cell(board_flow, new_loc, true):
# moves.regular_moves.append(new_loc)
# return moves