minor coloring fixes and removed parent of a parent calls

This commit is contained in:
2ManyProjects 2025-02-06 21:05:46 -06:00
parent c4c7bfc06d
commit b20121cba4
5 changed files with 23 additions and 17 deletions

View file

@ -19,6 +19,8 @@ var effectType: EffectType
var remaining_turns: int = 0 var remaining_turns: int = 0
var unitWhitelist: 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() var id: String = Utils.generate_guid()
var stored_board_flow = null
var stored_game_state = null
func _init(): func _init():
remaining_turns = duration remaining_turns = duration
@ -37,6 +39,8 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
remaining_turns = duration remaining_turns = duration
attached_piece = target_piece attached_piece = target_piece
stored_board_flow = board_flow
stored_game_state = game_state
match rank: match rank:
Rank.RANK_0: burned = true Rank.RANK_0: burned = true

View file

@ -14,6 +14,8 @@ func _init():
func apply_effect(target_piece = null, board_flow = null, game_state = null): func apply_effect(target_piece = null, board_flow = null, game_state = null):
attached_piece = target_piece attached_piece = target_piece
stored_board_flow = board_flow
stored_game_state = game_state
if !target_piece or !board_flow or !game_state: if !target_piece or !board_flow or !game_state:
print(cardName, " missing input param ") print(cardName, " missing input param ")
return false return false
@ -105,11 +107,10 @@ func setup_persistent_effect(game_state):
func on_turn_changed(): func on_turn_changed():
# print("TURN CHANGED ==================", attached_piece, " | ", remaining_turns, ) # print("TURN CHANGED ==================", attached_piece, " | ", remaining_turns, )
if attached_piece.get_parent().get_parent().owner.isPlayerTurn() and attached_piece and remaining_turns > 0: if attached_piece.stored_game_state.isPlayerTurn() and attached_piece and remaining_turns > 0:
# print(attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
var piece = attached_piece var piece = attached_piece
var flow = attached_piece.get_parent().get_parent() var flow = stored_board_flow
var state = attached_piece.get_parent().get_parent().owner var state = attached_piece.stored_game_state
# print("Debug values:") # print("Debug values:")
# print("- Piece: ", piece, " is null? ", piece == null) # print("- Piece: ", piece, " is null? ", piece == null)
@ -122,7 +123,7 @@ func on_turn_changed():
func remove_effect(): func remove_effect():
if attached_piece: if attached_piece:
var game_state = attached_piece.get_parent().get_parent().owner var game_state = attached_piece.stored_game_state
if game_state.is_connected("turn_changed", on_turn_changed): if game_state.is_connected("turn_changed", on_turn_changed):
game_state.disconnect("turn_changed", on_turn_changed) game_state.disconnect("turn_changed", on_turn_changed)
super.remove_effect() super.remove_effect()

View file

@ -30,7 +30,7 @@ func on_turn_changed():
return return
var piece = attached_piece var piece = attached_piece
var board_flow = piece.get_parent().get_parent() var board_flow = stored_board_flow
var current_pos = piece.get_parent().name var current_pos = piece.get_parent().name
# If the piece has moved, place fire tiles # If the piece has moved, place fire tiles
@ -72,7 +72,7 @@ func on_turn_changed():
func remove_effect(): func remove_effect():
if attached_piece: if attached_piece:
var game_state = attached_piece.get_parent().get_parent().owner var game_state = stored_game_state
if game_state.is_connected("turn_changed", on_turn_changed): if game_state.is_connected("turn_changed", on_turn_changed):
game_state.disconnect("turn_changed", on_turn_changed) game_state.disconnect("turn_changed", on_turn_changed)
super.remove_effect() super.remove_effect()

View file

@ -15,6 +15,8 @@ func _init():
func apply_effect(target_piece = null, board_flow = null, game_state = null): func apply_effect(target_piece = null, board_flow = null, game_state = null):
attached_piece = target_piece attached_piece = target_piece
stored_board_flow = board_flow
stored_game_state = game_state
if !target_piece or !board_flow or !game_state: if !target_piece or !board_flow or !game_state:
print(cardName, " missing input param ") print(cardName, " missing input param ")
return false return false
@ -26,10 +28,10 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
var king_pos = target_piece.get_parent().name.split("-") var king_pos = target_piece.get_parent().name.split("-")
var king_x = int(king_pos[0]) var king_x = int(king_pos[0])
var king_y = int(king_pos[1]) var king_y = int(king_pos[1])
# Collect all tiles within radius to check # Collect all tiles within radius to check
var tiles_to_check = [] var tiles_to_check = []
# Check in all directions (up, down, left, right and diagonals) # Check in all directions (up, down, left, right and diagonals)
for dx in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1): for dx in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
for dy in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1): for dy in range(-CAPTURE_RADIUS, CAPTURE_RADIUS + 1):
@ -79,7 +81,7 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
if piece != null and piece.Item_Color != target_piece.Item_Color: if piece != null and piece.Item_Color != target_piece.Item_Color:
game_state.updatePoints(piece) game_state.updatePoints(piece)
container.remove_piece() container.remove_piece()
# Setup timer to remove overlays # Setup timer to remove overlays
var timer = Timer.new() var timer = Timer.new()
board_flow.add_child(timer) board_flow.add_child(timer)
@ -94,7 +96,7 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
timer.queue_free() timer.queue_free()
) )
timer.start() timer.start()
return true return true
@ -105,11 +107,10 @@ func setup_persistent_effect(game_state):
func on_turn_changed(): func on_turn_changed():
if attached_piece.get_parent().get_parent().owner.isPlayerTurn() and attached_piece and remaining_turns > 0: if attached_piece.stored_game_state.isPlayerTurn() and attached_piece and remaining_turns > 0:
# print(attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
var piece = attached_piece var piece = attached_piece
var flow = attached_piece.get_parent().get_parent() var flow = attached_piece.stored_board_flow
var state = attached_piece.get_parent().get_parent().owner var state = attached_piece.stored_game_state
# print("Debug values:") # print("Debug values:")
# print("- Piece: ", piece, " is null? ", piece == null) # print("- Piece: ", piece, " is null? ", piece == null)
@ -122,7 +123,7 @@ func on_turn_changed():
func remove_effect(): func remove_effect():
if attached_piece: if attached_piece:
var game_state = attached_piece.get_parent().get_parent().owner var game_state = attached_piece.stored_game_state
if game_state.is_connected("turn_changed", Callable(self, "on_turn_changed")): if game_state.is_connected("turn_changed", Callable(self, "on_turn_changed")):
game_state.disconnect("turn_changed", Callable(self, "on_turn_changed")) game_state.disconnect("turn_changed", Callable(self, "on_turn_changed"))
super.remove_effect() super.remove_effect()

View file

@ -177,7 +177,7 @@ func parseLocation(location: String) -> void:
func setupStyles() -> void: func setupStyles() -> void:
lightStyle = StyleBoxFlat.new() lightStyle = StyleBoxFlat.new()
lightStyle.bg_color = Color(0.8, 0.8, 0.8, 1) lightStyle.bg_color = Color(0.5, 0.5, 0.5, 1)
darkStyle = StyleBoxFlat.new() darkStyle = StyleBoxFlat.new()
darkStyle.bg_color = Color(0.2, 0.2, 0.2, 1) darkStyle.bg_color = Color(0.2, 0.2, 0.2, 1)