MVP
2
.gitattributes
vendored
Normal file
|
|
@ -0,0 +1,2 @@
|
||||||
|
# Normalize EOL for all files that Git considers text files.
|
||||||
|
* text=auto eol=lf
|
||||||
3
.gitignore
vendored
Normal file
|
|
@ -0,0 +1,3 @@
|
||||||
|
# Godot 4+ specific ignores
|
||||||
|
.godot/
|
||||||
|
/android/
|
||||||
BIN
Chess.png
Normal file
|
After Width: | Height: | Size: 5.2 KiB |
34
Chess.png.import
Normal file
|
|
@ -0,0 +1,34 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://bphl4a8t8l0h7"
|
||||||
|
path="res://.godot/imported/Chess.png-5aa5e1cd7f41db7e12bcda3ac0b5924e.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://Chess.png"
|
||||||
|
dest_files=["res://.godot/imported/Chess.png-5aa5e1cd7f41db7e12bcda3ac0b5924e.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=0
|
||||||
|
compress/high_quality=false
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=false
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=1
|
||||||
31
Diagrams/Game Machine.mmd
Normal file
|
|
@ -0,0 +1,31 @@
|
||||||
|
---
|
||||||
|
config:
|
||||||
|
theme: forest
|
||||||
|
---
|
||||||
|
stateDiagram
|
||||||
|
[*] --> GameSetup
|
||||||
|
GameSetup --> WhiteTurn
|
||||||
|
state TurnPhases {
|
||||||
|
WhiteTurn --> HandSetup
|
||||||
|
BlackTurn --> HandSetup
|
||||||
|
HandSetup --> ResolvePersistentEffects : Draw Cards
|
||||||
|
ResolvePersistentEffects --> ApplyTileEffects
|
||||||
|
ApplyTileEffects --> AttachCards
|
||||||
|
AttachCards --> ApplyCardEffects
|
||||||
|
ApplyCardEffects --> Movement
|
||||||
|
Movement --> EvaluatePosition
|
||||||
|
state EvaluatePosition {
|
||||||
|
[*] --> CheckStatus
|
||||||
|
CheckStatus --> Checkmate : In Checkmate
|
||||||
|
CheckStatus --> Draw : In Draw
|
||||||
|
CheckStatus --> ValidMove : Game Continues
|
||||||
|
ValidMove --> SpecialMoves
|
||||||
|
SpecialMoves --> [*]
|
||||||
|
}
|
||||||
|
EvaluatePosition --> WhiteTurn : White's Turn
|
||||||
|
EvaluatePosition --> BlackTurn : Black's Turn
|
||||||
|
EvaluatePosition --> RoundEnd : Game Over
|
||||||
|
}
|
||||||
|
RoundEnd --> ShopPhase
|
||||||
|
ShopPhase --> GameSetup : Next Round
|
||||||
|
RoundEnd --> [*] : End Game
|
||||||
214
Game.gd
Normal file
|
|
@ -0,0 +1,214 @@
|
||||||
|
extends Control
|
||||||
|
|
||||||
|
const CardDisplay = preload("res://Systems/CardDisplay.gd")
|
||||||
|
|
||||||
|
|
||||||
|
var Selected_Node = ""
|
||||||
|
var Turn = 0
|
||||||
|
|
||||||
|
var Location_X = ""
|
||||||
|
var Location_Y = ""
|
||||||
|
var turn_indicator: ColorRect
|
||||||
|
var p1String: RichTextLabel
|
||||||
|
var p2String: RichTextLabel
|
||||||
|
var p1Points = 0
|
||||||
|
var p2Points = 0
|
||||||
|
var pos = Vector2(25, 25)
|
||||||
|
var Areas: PackedStringArray
|
||||||
|
# this is seperate the Areas for special circumstances, like castling.
|
||||||
|
var Special_Area: PackedStringArray
|
||||||
|
var light_style = StyleBoxFlat.new()
|
||||||
|
var dark_style = StyleBoxFlat.new()
|
||||||
|
var highlight_style = StyleBoxFlat.new()
|
||||||
|
|
||||||
|
var deck_manager: DeckManager
|
||||||
|
var card_display: CardDisplay
|
||||||
|
var has_moved = false # Track if piece has moved this turn
|
||||||
|
var currently_moving_piece = null
|
||||||
|
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
deck_manager = DeckManager.new()
|
||||||
|
card_display = CardDisplay.new()
|
||||||
|
add_child(deck_manager)
|
||||||
|
add_child(card_display)
|
||||||
|
card_display.update_hand(deck_manager.hand)
|
||||||
|
deck_manager.connect("hand_updated", func(hand): card_display.update_hand(hand))
|
||||||
|
light_style.bg_color = Color(0.8, 0.8, 0.8, 1)
|
||||||
|
dark_style.bg_color = Color(0.2, 0.2, 0.2, 1)
|
||||||
|
highlight_style.bg_color = Color(0, 0.3, 0, 1)
|
||||||
|
# Get reference to the turn indicator
|
||||||
|
turn_indicator = $TurnIndicator
|
||||||
|
p1String = $Player1Points
|
||||||
|
p2String = $Player2Points
|
||||||
|
p1String.text = "0"
|
||||||
|
p2String.text = "0"
|
||||||
|
# Set initial color for white's turn
|
||||||
|
update_turn_indicator()
|
||||||
|
|
||||||
|
func update_turn_indicator():
|
||||||
|
if Turn == 0: # White's turn
|
||||||
|
turn_indicator.color = Color(1, 1, 1, 1) # White
|
||||||
|
else: # Black's turn
|
||||||
|
turn_indicator.color = Color(0, 0, 0, 1) # Black
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
func reset_highlights():
|
||||||
|
var Flow = get_node("Flow")
|
||||||
|
for button in Flow.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", light_style)
|
||||||
|
else:
|
||||||
|
button.add_theme_stylebox_override("normal", dark_style)
|
||||||
|
|
||||||
|
func _on_flow_send_location(location: String):
|
||||||
|
if Selected_Node != "" && Selected_Node == location:
|
||||||
|
reset_highlights()
|
||||||
|
Selected_Node = ""
|
||||||
|
return
|
||||||
|
# variables for later
|
||||||
|
var number = 0
|
||||||
|
Location_X = ""
|
||||||
|
var node = get_node("Flow/" + location)
|
||||||
|
# This is to try and grab the X and Y coordinates from the board
|
||||||
|
while location.substr(number, 1) != "-":
|
||||||
|
Location_X += location.substr(number, 1)
|
||||||
|
number += 1
|
||||||
|
Location_Y = location.substr(number + 1)
|
||||||
|
|
||||||
|
# Now... we need to figure out how to select the pieces. If there is a valid move, do stuff.
|
||||||
|
# If we re-select, just go to that other piece
|
||||||
|
if Selected_Node == "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn:
|
||||||
|
Selected_Node = location
|
||||||
|
Get_Moveable_Areas()
|
||||||
|
elif Selected_Node != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn && node.get_child(0).name == "Rook":
|
||||||
|
# Castling
|
||||||
|
for i in Areas:
|
||||||
|
if i == node.name:
|
||||||
|
var king = get_node("Flow/" + Selected_Node).get_child(0)
|
||||||
|
var rook = node.get_child(0)
|
||||||
|
# Using a seperate array because Areas wouldn't be really consistant...
|
||||||
|
king.reparent(get_node("Flow/" + Special_Area[1]))
|
||||||
|
rook.reparent(get_node("Flow/" + Special_Area[0]))
|
||||||
|
king.position = pos
|
||||||
|
rook.position = pos
|
||||||
|
# We have to get the parent because it will break lmao.
|
||||||
|
Update_Game(king.get_parent())
|
||||||
|
# En Passant
|
||||||
|
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:
|
||||||
|
for i in Special_Area:
|
||||||
|
if i == node.name:
|
||||||
|
var pawn = get_node("Flow/" + Selected_Node).get_child(0)
|
||||||
|
node.get_child(0).free()
|
||||||
|
pawn.reparent(get_node("Flow/" + Special_Area[1]))
|
||||||
|
pawn.position = pos
|
||||||
|
Update_Game(pawn.get_parent())
|
||||||
|
elif Selected_Node != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == Turn:
|
||||||
|
# Re-select
|
||||||
|
Selected_Node = location
|
||||||
|
Get_Moveable_Areas()
|
||||||
|
elif Selected_Node != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != Turn:
|
||||||
|
# Taking over a piece
|
||||||
|
for i in Areas:
|
||||||
|
if i == node.name:
|
||||||
|
var Piece = get_node("Flow/" + Selected_Node).get_child(0)
|
||||||
|
var captured_piece = node.get_child(0)
|
||||||
|
|
||||||
|
# Add points to the capturing player
|
||||||
|
if Turn == 0: # White's turn
|
||||||
|
p1Points += captured_piece.Points
|
||||||
|
p1String.text = str(p1Points)
|
||||||
|
else: # Black's turn
|
||||||
|
p2Points += captured_piece.Points
|
||||||
|
p2String.text = str(p2Points)
|
||||||
|
|
||||||
|
# Win conditions
|
||||||
|
if captured_piece.name == "King":
|
||||||
|
print("Damn, you win!")
|
||||||
|
node.get_child(0).free()
|
||||||
|
Piece.reparent(node)
|
||||||
|
Piece.position = pos
|
||||||
|
Update_Game(node)
|
||||||
|
elif Selected_Node != "" && node.get_child_count() == 0:
|
||||||
|
# Moving a piece
|
||||||
|
for i in Areas:
|
||||||
|
if i == node.name:
|
||||||
|
var Piece = get_node("Flow/" + Selected_Node).get_child(0)
|
||||||
|
Piece.reparent(node)
|
||||||
|
Piece.position = pos
|
||||||
|
Update_Game(node)
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
func Update_Game(node):
|
||||||
|
Selected_Node = ""
|
||||||
|
if Turn == 0:
|
||||||
|
Turn = 1
|
||||||
|
else:
|
||||||
|
Turn = 0
|
||||||
|
update_turn_indicator()
|
||||||
|
reset_highlights();
|
||||||
|
|
||||||
|
deck_manager.update_card_durations()
|
||||||
|
has_moved = false
|
||||||
|
currently_moving_piece = null
|
||||||
|
|
||||||
|
var Flow = get_node("Flow")
|
||||||
|
# get the en-passantable pieces and undo them
|
||||||
|
var things = Flow.get_children()
|
||||||
|
for i in things:
|
||||||
|
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:
|
||||||
|
i.get_child(0).set("En_Passant", false)
|
||||||
|
|
||||||
|
# Remove the abilities once they are either used or not used
|
||||||
|
if node.get_child(0).name == "Pawn":
|
||||||
|
if node.get_child(0).Double_Start == true:
|
||||||
|
node.get_child(0).En_Passant = true
|
||||||
|
node.get_child(0).Double_Start = false
|
||||||
|
if node.get_child(0).name == "King":
|
||||||
|
node.get_child(0).Castling = false
|
||||||
|
if node.get_child(0).name == "Rook":
|
||||||
|
node.get_child(0).Castling = false
|
||||||
|
|
||||||
|
# Below is the movement that is used for the pieces
|
||||||
|
func Get_Moveable_Areas():
|
||||||
|
var Flow = get_node("Flow")
|
||||||
|
|
||||||
|
for button in Flow.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", light_style)
|
||||||
|
else:
|
||||||
|
button.add_theme_stylebox_override("normal", dark_style)
|
||||||
|
|
||||||
|
# Clearing the arrays
|
||||||
|
Areas.clear()
|
||||||
|
Special_Area.clear()
|
||||||
|
var Piece = get_node("Flow/" + Selected_Node).get_child(0)
|
||||||
|
# For the selected piece that we have, we can get the movement that we need here.
|
||||||
|
|
||||||
|
var moves = Piece.get_valid_moves(Flow, Selected_Node)
|
||||||
|
|
||||||
|
Areas = moves.regular_moves
|
||||||
|
Special_Area = moves.special_moves
|
||||||
|
# Highlight valid moves
|
||||||
|
|
||||||
|
for move in Areas:
|
||||||
|
var button = Flow.get_node(move)
|
||||||
|
var isWhiteSquare = (int(move.split("-")[0]) + int(move.split("-")[1])) % 2 == 0
|
||||||
|
var baseStyle = dark_style
|
||||||
|
if isWhiteSquare:
|
||||||
|
baseStyle = light_style
|
||||||
|
var combinedStyle = StyleBoxFlat.new()
|
||||||
|
combinedStyle.bg_color = baseStyle.bg_color + highlight_style.bg_color
|
||||||
|
button.add_theme_stylebox_override("normal", combinedStyle)
|
||||||
|
# One function that shortens everything. Its also a pretty good way to see if we went off the board or not.
|
||||||
|
func Is_Null(Location):
|
||||||
|
if get_node_or_null("Flow/" + Location) == null:
|
||||||
|
return true
|
||||||
|
else:
|
||||||
|
return false
|
||||||
106
Generator.gd
Normal file
|
|
@ -0,0 +1,106 @@
|
||||||
|
extends FlowContainer
|
||||||
|
|
||||||
|
@export var Board_X_Size = 8
|
||||||
|
@export var Board_Y_Size = 8
|
||||||
|
|
||||||
|
@export var Tile_X_Size: int = 50
|
||||||
|
@export var Tile_Y_Size: int = 50
|
||||||
|
|
||||||
|
signal send_location
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
# stop negative numbers from happening
|
||||||
|
if Board_X_Size < 0 || Board_Y_Size < 0:
|
||||||
|
return
|
||||||
|
var Number_X = 0
|
||||||
|
var Number_Y = 0
|
||||||
|
var is_white = true
|
||||||
|
var light_style = StyleBoxFlat.new()
|
||||||
|
light_style.bg_color = Color(0.8, 0.8, 0.8, 1)
|
||||||
|
|
||||||
|
var dark_style = StyleBoxFlat.new()
|
||||||
|
dark_style.bg_color = Color(0.2, 0.2, 0.2, 1)
|
||||||
|
# Set up the board
|
||||||
|
while Number_Y != Board_Y_Size:
|
||||||
|
self.size.y += Tile_Y_Size + 5
|
||||||
|
self.size.x += Tile_X_Size + 5
|
||||||
|
while Number_X != Board_X_Size:
|
||||||
|
var temp = Button.new()
|
||||||
|
temp.set_custom_minimum_size(Vector2(Tile_X_Size, Tile_Y_Size))
|
||||||
|
if is_white:
|
||||||
|
temp.add_theme_stylebox_override("normal", light_style)
|
||||||
|
else:
|
||||||
|
temp.add_theme_stylebox_override("normal", dark_style)
|
||||||
|
|
||||||
|
is_white = !is_white
|
||||||
|
temp.connect("pressed", func():
|
||||||
|
emit_signal("send_location", temp.name))
|
||||||
|
temp.set_name(str(Number_X) + "-" + str(Number_Y))
|
||||||
|
add_child(temp)
|
||||||
|
Number_X += 1
|
||||||
|
is_white = !is_white
|
||||||
|
Number_Y += 1
|
||||||
|
Number_X = 0
|
||||||
|
Regular_Game()
|
||||||
|
|
||||||
|
func Regular_Game():
|
||||||
|
get_node("0-0").add_child(Summon("Rook", 1))
|
||||||
|
get_node("1-0").add_child(Summon("Knight", 1))
|
||||||
|
get_node("2-0").add_child(Summon("Bishop", 1))
|
||||||
|
get_node("3-0").add_child(Summon("Queen", 1))
|
||||||
|
get_node("4-0").add_child(Summon("King", 1))
|
||||||
|
get_node("5-0").add_child(Summon("Bishop", 1))
|
||||||
|
get_node("6-0").add_child(Summon("Knight", 1))
|
||||||
|
get_node("7-0").add_child(Summon("Rook", 1))
|
||||||
|
|
||||||
|
get_node("0-1").add_child(Summon("Pawn", 1))
|
||||||
|
get_node("1-1").add_child(Summon("Pawn", 1))
|
||||||
|
get_node("2-1").add_child(Summon("Pawn", 1))
|
||||||
|
get_node("3-1").add_child(Summon("Pawn", 1))
|
||||||
|
get_node("4-1").add_child(Summon("Pawn", 1))
|
||||||
|
get_node("5-1").add_child(Summon("Pawn", 1))
|
||||||
|
get_node("6-1").add_child(Summon("Pawn", 1))
|
||||||
|
get_node("7-1").add_child(Summon("Pawn", 1))
|
||||||
|
|
||||||
|
get_node("0-7").add_child(Summon("Rook", 0))
|
||||||
|
get_node("1-7").add_child(Summon("Knight", 0))
|
||||||
|
get_node("2-7").add_child(Summon("Bishop", 0))
|
||||||
|
get_node("3-7").add_child(Summon("Queen", 0))
|
||||||
|
get_node("4-7").add_child(Summon("King", 0))
|
||||||
|
get_node("5-7").add_child(Summon("Bishop", 0))
|
||||||
|
get_node("6-7").add_child(Summon("Knight", 0))
|
||||||
|
get_node("7-7").add_child(Summon("Rook", 0))
|
||||||
|
|
||||||
|
get_node("0-6").add_child(Summon("Pawn", 0))
|
||||||
|
get_node("1-6").add_child(Summon("Pawn", 0))
|
||||||
|
get_node("2-6").add_child(Summon("Pawn", 0))
|
||||||
|
get_node("3-6").add_child(Summon("Pawn", 0))
|
||||||
|
get_node("4-6").add_child(Summon("Pawn", 0))
|
||||||
|
get_node("5-6").add_child(Summon("Pawn", 0))
|
||||||
|
get_node("6-6").add_child(Summon("Pawn", 0))
|
||||||
|
get_node("7-6").add_child(Summon("Pawn", 0))
|
||||||
|
|
||||||
|
func Summon(Piece_Name: String, color: int):
|
||||||
|
var Piece
|
||||||
|
match Piece_Name:
|
||||||
|
"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(Tile_X_Size / 2, Tile_Y_Size / 2)
|
||||||
|
return Piece
|
||||||
58
Systems/Card.gd
Normal file
|
|
@ -0,0 +1,58 @@
|
||||||
|
extends Resource
|
||||||
|
class_name Card
|
||||||
|
|
||||||
|
enum Rank {RANK_0, RANK_1, RANK_2, RANK_3}
|
||||||
|
enum EffectType {
|
||||||
|
MOVEMENT_MODIFIER,
|
||||||
|
BOARD_EFFECT,
|
||||||
|
PIECE_EFFECT,
|
||||||
|
SPECIAL_ACTION
|
||||||
|
}
|
||||||
|
|
||||||
|
var card_name: 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 remaining_turns: int = 0
|
||||||
|
var unit_whitelist: Array[String] = [] # List of piece types this card can be attached to
|
||||||
|
|
||||||
|
func _init():
|
||||||
|
remaining_turns = duration
|
||||||
|
|
||||||
|
func can_attach_to_piece(piece: Pawn) -> bool:
|
||||||
|
if unit_whitelist.is_empty():
|
||||||
|
return true
|
||||||
|
return unit_whitelist.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)):
|
||||||
|
return false
|
||||||
|
|
||||||
|
remaining_turns = duration
|
||||||
|
attached_piece = target_piece
|
||||||
|
|
||||||
|
match rank:
|
||||||
|
Rank.RANK_0: burned = true
|
||||||
|
Rank.RANK_1: burned = true
|
||||||
|
Rank.RANK_2: pass
|
||||||
|
Rank.RANK_3: pass
|
||||||
|
|
||||||
|
return modify_moves()
|
||||||
|
|
||||||
|
func update_duration():
|
||||||
|
if remaining_turns > 0:
|
||||||
|
remaining_turns -= 1
|
||||||
|
if remaining_turns <= 0:
|
||||||
|
remove_effect()
|
||||||
|
|
||||||
|
|
||||||
|
func modify_moves() -> Dictionary:
|
||||||
|
return {}
|
||||||
|
|
||||||
|
|
||||||
|
func remove_effect():
|
||||||
|
if attached_piece:
|
||||||
|
pass
|
||||||
50
Systems/CardDisplay.gd
Normal file
|
|
@ -0,0 +1,50 @@
|
||||||
|
extends Control
|
||||||
|
class_name CardDisplay
|
||||||
|
|
||||||
|
var card_displays = []
|
||||||
|
const CARD_WIDTH = 100
|
||||||
|
const CARD_HEIGHT = 150
|
||||||
|
const CARD_MARGIN = 10
|
||||||
|
var container: HBoxContainer
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
container = HBoxContainer.new()
|
||||||
|
container.name = "CardContainer"
|
||||||
|
container.set_position(Vector2(10, 500))
|
||||||
|
add_child(container)
|
||||||
|
|
||||||
|
func update_hand(hand: Array):
|
||||||
|
clear_cards()
|
||||||
|
for card in hand:
|
||||||
|
add_card_display(card)
|
||||||
|
|
||||||
|
func add_card_display(card: Card):
|
||||||
|
var card_panel = PanelContainer.new()
|
||||||
|
card_panel.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
|
||||||
|
|
||||||
|
var vbox = VBoxContainer.new()
|
||||||
|
card_panel.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 rank_label = Label.new()
|
||||||
|
rank_label.text = "Rank " + str(card.rank)
|
||||||
|
rank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||||
|
vbox.add_child(rank_label)
|
||||||
|
|
||||||
|
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)
|
||||||
|
|
||||||
|
card_displays.append(card_panel)
|
||||||
|
container.add_child(card_panel)
|
||||||
|
|
||||||
|
func clear_cards():
|
||||||
|
for display in card_displays:
|
||||||
|
display.queue_free()
|
||||||
|
card_displays.clear()
|
||||||
22
Systems/Cards/Doubletime.gd
Normal file
|
|
@ -0,0 +1,22 @@
|
||||||
|
class DoubleTimeCard extends Card:
|
||||||
|
func _init():
|
||||||
|
super._init()
|
||||||
|
card_name = "Double Time"
|
||||||
|
rank = Rank.RANK_2
|
||||||
|
effect_type = EffectType.MOVEMENT_MODIFIER
|
||||||
|
description = "Piece can move twice in one turn"
|
||||||
|
duration = 2 # Lasts for 2 turns
|
||||||
|
|
||||||
|
func modify_moves() -> Dictionary:
|
||||||
|
return {
|
||||||
|
"extra_moves": 1,
|
||||||
|
"move_multiplier": 1
|
||||||
|
}
|
||||||
|
|
||||||
|
func apply_effect(target_piece = null, board_flow = null, game_state = null):
|
||||||
|
if !super.apply_effect(target_piece, board_flow, game_state):
|
||||||
|
return false
|
||||||
|
|
||||||
|
# Logic to allow second move would be implemented in Game.gd
|
||||||
|
attached_piece = target_piece
|
||||||
|
return true
|
||||||
19
Systems/Cards/Drunkdriving.gd
Normal file
|
|
@ -0,0 +1,19 @@
|
||||||
|
class DrunkDrivingCard extends Card:
|
||||||
|
func _init():
|
||||||
|
super._init()
|
||||||
|
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
|
||||||
|
|
||||||
|
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 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
|
||||||
20
Systems/Cards/Supernova.gd
Normal file
|
|
@ -0,0 +1,20 @@
|
||||||
|
class SupernovaCard extends Card:
|
||||||
|
func _init():
|
||||||
|
super._init()
|
||||||
|
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
|
||||||
|
|
||||||
|
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 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
|
||||||
106
Systems/DeckManager.gd
Normal file
|
|
@ -0,0 +1,106 @@
|
||||||
|
extends Node
|
||||||
|
class_name DeckManager
|
||||||
|
|
||||||
|
var deck: Array = []
|
||||||
|
var hand: Array = []
|
||||||
|
var discard: Array = []
|
||||||
|
var attached_cards: Dictionary = {} # piece_id: card
|
||||||
|
var hand_size: int = 5
|
||||||
|
|
||||||
|
# Card costs for shop
|
||||||
|
const CARD_BASE_COSTS = {
|
||||||
|
Card.Rank.RANK_0: 100,
|
||||||
|
Card.Rank.RANK_1: 75,
|
||||||
|
Card.Rank.RANK_2: 50,
|
||||||
|
Card.Rank.RANK_3: 25
|
||||||
|
}
|
||||||
|
|
||||||
|
func _init():
|
||||||
|
initialize_starting_deck()
|
||||||
|
|
||||||
|
func initialize_starting_deck():
|
||||||
|
# Add basic Rank 3 and 4 cards as per design doc
|
||||||
|
for i in range(10):
|
||||||
|
deck.append(Card.new()) # Basic movement cards
|
||||||
|
shuffle_deck()
|
||||||
|
draw_starting_hand()
|
||||||
|
|
||||||
|
func shuffle_deck():
|
||||||
|
deck.shuffle()
|
||||||
|
|
||||||
|
func draw_starting_hand():
|
||||||
|
for i in range(min(hand_size, deck.size())):
|
||||||
|
draw_card()
|
||||||
|
|
||||||
|
func draw_card():
|
||||||
|
if deck.is_empty() && !discard.is_empty():
|
||||||
|
deck = discard.duplicate()
|
||||||
|
discard.clear()
|
||||||
|
shuffle_deck()
|
||||||
|
|
||||||
|
if !deck.is_empty() && hand.size() < hand_size:
|
||||||
|
hand.append(deck.pop_back())
|
||||||
|
|
||||||
|
|
||||||
|
signal hand_updated
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
func play_card(card: Card, target_piece: Pawn, board_flow = null, game_state = null):
|
||||||
|
if !hand.has(card):
|
||||||
|
return false
|
||||||
|
emit_signal("hand_updated", hand)
|
||||||
|
|
||||||
|
if card.apply_effect(target_piece, board_flow, game_state):
|
||||||
|
hand.erase(card)
|
||||||
|
|
||||||
|
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)
|
||||||
|
shuffle_deck()
|
||||||
|
|
||||||
|
if card.duration > 0:
|
||||||
|
attached_cards[target_piece.get_instance_id()] = card
|
||||||
|
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
func update_card_durations():
|
||||||
|
var expired_cards = []
|
||||||
|
for piece_id in attached_cards:
|
||||||
|
var card = attached_cards[piece_id]
|
||||||
|
card.update_duration()
|
||||||
|
if card.remaining_turns <= 0:
|
||||||
|
expired_cards.append(piece_id)
|
||||||
|
|
||||||
|
for piece_id in expired_cards:
|
||||||
|
attached_cards.erase(piece_id)
|
||||||
|
|
||||||
|
# Shop functionality
|
||||||
|
func get_shop_cards(num_cards: int = 3) -> Array:
|
||||||
|
var shop_cards = []
|
||||||
|
# Generate random shop selection
|
||||||
|
#for i in range(num_cards):
|
||||||
|
#var card = generate_random_card()
|
||||||
|
#shop_cards.append({
|
||||||
|
#"card": card,
|
||||||
|
#"cost": calculate_card_cost(card)
|
||||||
|
#})
|
||||||
|
return shop_cards
|
||||||
|
|
||||||
|
func calculate_card_cost(card: Card) -> int:
|
||||||
|
var base_cost = CARD_BASE_COSTS[card.rank]
|
||||||
|
# Add modifiers based on card effects
|
||||||
|
return base_cost
|
||||||
|
|
||||||
|
func upgrade_card(card: Card) -> bool:
|
||||||
|
# Implement card upgrading logic
|
||||||
|
return false
|
||||||
22
addons/Chess/Chess.gd
Normal file
|
|
@ -0,0 +1,22 @@
|
||||||
|
@tool
|
||||||
|
extends EditorPlugin
|
||||||
|
|
||||||
|
|
||||||
|
func _enter_tree():
|
||||||
|
# Initialization of the plugin goes here.
|
||||||
|
add_custom_type("Pawn", "Sprite2D", preload("res://addons/Chess/Scripts/Pawn.gd"), preload("res://addons/Chess/Textures/WPawn.svg"))
|
||||||
|
add_custom_type("King", "Sprite2D", preload("res://addons/Chess/Scripts/King.gd"), preload("res://addons/Chess/Textures/WKing.svg"))
|
||||||
|
add_custom_type("Bishop", "Sprite2D", preload("res://addons/Chess/Scripts/Bishop.gd"), preload("res://addons/Chess/Textures/WBishop.svg"))
|
||||||
|
add_custom_type("Knight", "Sprite2D", preload("res://addons/Chess/Scripts/Knight.gd"), preload("res://addons/Chess/Textures/WKnight.svg"))
|
||||||
|
add_custom_type("Queen", "Sprite2D", preload("res://addons/Chess/Scripts/Queen.gd"), preload("res://addons/Chess/Textures/WQueen.svg"))
|
||||||
|
add_custom_type("Rook", "Sprite2D", preload("res://addons/Chess/Scripts/Rook.gd"), preload("res://addons/Chess/Textures/WRook.svg"))
|
||||||
|
|
||||||
|
|
||||||
|
func _exit_tree():
|
||||||
|
# Clean-up of the plugin goes here.
|
||||||
|
remove_custom_type("Pawn")
|
||||||
|
remove_custom_type("King")
|
||||||
|
remove_custom_type("Bishop")
|
||||||
|
remove_custom_type("Knight")
|
||||||
|
remove_custom_type("Queen")
|
||||||
|
remove_custom_type("Rook")
|
||||||
49
addons/Chess/Scripts/Bishop.gd
Normal file
|
|
@ -0,0 +1,49 @@
|
||||||
|
@tool
|
||||||
|
extends Pawn
|
||||||
|
class_name Bishop
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WBishop.svg")
|
||||||
|
Points = 3
|
||||||
|
|
||||||
|
func _process(_delta):
|
||||||
|
if Item_Color != Temp_Color:
|
||||||
|
Temp_Color = Item_Color
|
||||||
|
if Item_Color == 0:
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WBishop.svg")
|
||||||
|
elif Item_Color == 1:
|
||||||
|
self.texture = load("res://addons/Chess/Textures/BBishop.svg")
|
||||||
|
|
||||||
|
|
||||||
|
func get_valid_moves(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])
|
||||||
|
|
||||||
|
# Bishop moves diagonally
|
||||||
|
var diagonal_dirs = [[1,1], [1,-1], [-1,1], [-1,-1]]
|
||||||
|
for dir in diagonal_dirs:
|
||||||
|
var curr_x = x
|
||||||
|
var curr_y = y
|
||||||
|
while true:
|
||||||
|
curr_x += dir[0]
|
||||||
|
curr_y += dir[1]
|
||||||
|
var new_loc = str(curr_x) + "-" + str(curr_y)
|
||||||
|
|
||||||
|
if !is_valid_cell(board_flow, new_loc):
|
||||||
|
break
|
||||||
|
|
||||||
|
if can_move_to_cell(board_flow, new_loc):
|
||||||
|
moves.regular_moves.append(new_loc)
|
||||||
|
elif can_move_to_cell(board_flow, new_loc, true):
|
||||||
|
moves.regular_moves.append(new_loc)
|
||||||
|
break
|
||||||
|
else:
|
||||||
|
break
|
||||||
|
|
||||||
|
return moves
|
||||||
94
addons/Chess/Scripts/King.gd
Normal file
|
|
@ -0,0 +1,94 @@
|
||||||
|
@tool
|
||||||
|
extends Pawn
|
||||||
|
class_name King
|
||||||
|
|
||||||
|
var Castling = true
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WKing.svg")
|
||||||
|
Points = 10
|
||||||
|
|
||||||
|
func _process(_delta):
|
||||||
|
if Item_Color != Temp_Color:
|
||||||
|
Temp_Color = Item_Color
|
||||||
|
if Item_Color == 0:
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WKing.svg")
|
||||||
|
elif Item_Color == 1:
|
||||||
|
self.texture = load("res://addons/Chess/Textures/BKing.svg")
|
||||||
|
|
||||||
|
# King.gd
|
||||||
|
func get_valid_moves(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])
|
||||||
|
|
||||||
|
# Regular king moves (unchanged)
|
||||||
|
var king_dirs = [[0,1], [0,-1], [1,0], [-1,0], [1,1], [1,-1], [-1,1], [-1,-1]]
|
||||||
|
for dir in king_dirs:
|
||||||
|
var new_loc = str(x + dir[0]) + "-" + str(y + dir[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)
|
||||||
|
|
||||||
|
# Castling logic
|
||||||
|
if Castling:
|
||||||
|
# Kingside castling (right side)
|
||||||
|
if check_kingside_castle(board_flow, x, y):
|
||||||
|
# Add rook's current position to regular moves
|
||||||
|
moves.regular_moves.append(str(x + 3) + "-" + str(y))
|
||||||
|
# Add king and rook destinations to special moves as individual items
|
||||||
|
moves.special_moves.append(str(x + 1) + "-" + str(y)) # Rook's destination
|
||||||
|
moves.special_moves.append(str(x + 2) + "-" + str(y)) # King's destination
|
||||||
|
|
||||||
|
# Queenside castling (left side)
|
||||||
|
if check_queenside_castle(board_flow, x, y):
|
||||||
|
# Add rook's current position to regular moves
|
||||||
|
moves.regular_moves.append(str(x - 4) + "-" + str(y))
|
||||||
|
# Add king and rook destinations to special moves as individual items
|
||||||
|
moves.special_moves.append(str(x - 1) + "-" + str(y)) # Rook's destination
|
||||||
|
moves.special_moves.append(str(x - 2) + "-" + str(y)) # King's destination
|
||||||
|
|
||||||
|
return moves
|
||||||
|
|
||||||
|
func check_kingside_castle(board_flow, x: int, y: int) -> bool:
|
||||||
|
# Check if path is clear
|
||||||
|
for i in range(1, 3):
|
||||||
|
var check_pos = str(x + i) + "-" + str(y)
|
||||||
|
if !is_valid_cell(board_flow, check_pos) || !can_move_to_cell(board_flow, check_pos):
|
||||||
|
return false
|
||||||
|
|
||||||
|
# Check if rook is in position and hasn't moved
|
||||||
|
var rook_pos = str(x + 3) + "-" + str(y)
|
||||||
|
if !is_valid_cell(board_flow, rook_pos):
|
||||||
|
return false
|
||||||
|
|
||||||
|
var rook_node = board_flow.get_node(rook_pos)
|
||||||
|
if rook_node.get_child_count() != 1:
|
||||||
|
return false
|
||||||
|
|
||||||
|
var rook = rook_node.get_child(0)
|
||||||
|
return rook.name == "Rook" && rook.Castling && rook.Item_Color == self.Item_Color
|
||||||
|
|
||||||
|
func check_queenside_castle(board_flow, x: int, y: int) -> bool:
|
||||||
|
# Check if path is clear
|
||||||
|
for i in range(1, 4):
|
||||||
|
var check_pos = str(x - i) + "-" + str(y)
|
||||||
|
if !is_valid_cell(board_flow, check_pos) || !can_move_to_cell(board_flow, check_pos):
|
||||||
|
return false
|
||||||
|
|
||||||
|
# Check if rook is in position and hasn't moved
|
||||||
|
var rook_pos = str(x - 4) + "-" + str(y)
|
||||||
|
if !is_valid_cell(board_flow, rook_pos):
|
||||||
|
return false
|
||||||
|
|
||||||
|
var rook_node = board_flow.get_node(rook_pos)
|
||||||
|
if rook_node.get_child_count() != 1:
|
||||||
|
return false
|
||||||
|
|
||||||
|
var rook = rook_node.get_child(0)
|
||||||
|
return rook.name == "Rook" && rook.Castling && rook.Item_Color == self.Item_Color
|
||||||
40
addons/Chess/Scripts/Knight.gd
Normal file
|
|
@ -0,0 +1,40 @@
|
||||||
|
@tool
|
||||||
|
extends Pawn
|
||||||
|
class_name Knight
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WKnight.svg")
|
||||||
|
Points = 3
|
||||||
|
|
||||||
|
func _process(_delta):
|
||||||
|
if Item_Color != Temp_Color:
|
||||||
|
Temp_Color = Item_Color
|
||||||
|
if Item_Color == 0:
|
||||||
|
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:
|
||||||
|
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
|
||||||
82
addons/Chess/Scripts/Pawn.gd
Normal file
|
|
@ -0,0 +1,82 @@
|
||||||
|
@tool
|
||||||
|
extends Sprite2D
|
||||||
|
class_name Pawn
|
||||||
|
|
||||||
|
@export var Current_X_Position = 0
|
||||||
|
@export var Current_Y_Position = 0
|
||||||
|
|
||||||
|
# Item_Color = 0; White
|
||||||
|
# Item_Color = 1; Black
|
||||||
|
@export var Item_Color = 0
|
||||||
|
|
||||||
|
@export var Points = 1
|
||||||
|
|
||||||
|
var Temp_Color = 0
|
||||||
|
var Double_Start = true
|
||||||
|
var En_Passant = false
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WPawn.svg")
|
||||||
|
|
||||||
|
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")
|
||||||
|
|
||||||
|
|
||||||
|
# Movement interface method that all pieces will implement
|
||||||
|
# In Pawn.gd
|
||||||
|
func get_valid_moves(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])
|
||||||
|
|
||||||
|
# Movement direction based on color
|
||||||
|
var direction = -1 if Item_Color == 0 else 1
|
||||||
|
|
||||||
|
# Forward movement
|
||||||
|
var forward = str(x) + "-" + str(y + direction)
|
||||||
|
if is_valid_cell(board_flow, forward) && can_move_to_cell(board_flow, forward):
|
||||||
|
moves.regular_moves.append(forward)
|
||||||
|
|
||||||
|
# Double move on first turn
|
||||||
|
var double_forward = str(x) + "-" + str(y + (direction * 2))
|
||||||
|
if Double_Start && is_valid_cell(board_flow, double_forward) && can_move_to_cell(board_flow, double_forward):
|
||||||
|
moves.regular_moves.append(double_forward)
|
||||||
|
|
||||||
|
# Diagonal captures
|
||||||
|
for dx in [-1, 1]:
|
||||||
|
var capture = str(x + dx) + "-" + str(y + direction)
|
||||||
|
if is_valid_cell(board_flow, capture) && can_move_to_cell(board_flow, capture, true):
|
||||||
|
moves.regular_moves.append(capture)
|
||||||
|
|
||||||
|
# En Passant
|
||||||
|
var adjacent = str(x + dx) + "-" + str(y)
|
||||||
|
if is_valid_cell(board_flow, adjacent) && is_valid_cell(board_flow, capture):
|
||||||
|
var adjacent_cell = board_flow.get_node(adjacent)
|
||||||
|
if adjacent_cell.get_child_count() == 1:
|
||||||
|
var adjacent_piece = adjacent_cell.get_child(0)
|
||||||
|
if adjacent_piece.name == "Pawn" && adjacent_piece.En_Passant && adjacent_piece.Item_Color != self.Item_Color:
|
||||||
|
moves.special_moves.append([adjacent, capture])
|
||||||
|
|
||||||
|
return moves
|
||||||
|
|
||||||
|
# Helper method for all pieces
|
||||||
|
func is_valid_cell(board_flow, location: String) -> bool:
|
||||||
|
var node = board_flow.get_node_or_null(location)
|
||||||
|
return node != null
|
||||||
|
|
||||||
|
# Helper for checking if cell is empty or contains enemy
|
||||||
|
func can_move_to_cell(board_flow, location: String, is_capture: bool = false) -> bool:
|
||||||
|
var node = board_flow.get_node(location)
|
||||||
|
if is_capture:
|
||||||
|
return node.get_child_count() == 1 && node.get_child(0).Item_Color != self.Item_Color
|
||||||
|
return node.get_child_count() == 0
|
||||||
69
addons/Chess/Scripts/Queen.gd
Normal file
|
|
@ -0,0 +1,69 @@
|
||||||
|
@tool
|
||||||
|
extends Pawn
|
||||||
|
class_name Queen
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WQueen.svg")
|
||||||
|
Points = 9
|
||||||
|
func _process(_delta):
|
||||||
|
if Item_Color != Temp_Color:
|
||||||
|
Temp_Color = Item_Color
|
||||||
|
if Item_Color == 0:
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WQueen.svg")
|
||||||
|
elif Item_Color == 1:
|
||||||
|
self.texture = load("res://addons/Chess/Textures/BQueen.svg")
|
||||||
|
|
||||||
|
func get_valid_moves(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])
|
||||||
|
|
||||||
|
# Queen combines rook (straight) and bishop (diagonal) movements
|
||||||
|
# Straight movements
|
||||||
|
var straight_dirs = [[0,1], [0,-1], [1,0], [-1,0]]
|
||||||
|
for dir in straight_dirs:
|
||||||
|
var curr_x = x
|
||||||
|
var curr_y = y
|
||||||
|
while true:
|
||||||
|
curr_x += dir[0]
|
||||||
|
curr_y += dir[1]
|
||||||
|
var new_loc = str(curr_x) + "-" + str(curr_y)
|
||||||
|
|
||||||
|
if !is_valid_cell(board_flow, new_loc):
|
||||||
|
break
|
||||||
|
|
||||||
|
if can_move_to_cell(board_flow, new_loc):
|
||||||
|
moves.regular_moves.append(new_loc)
|
||||||
|
elif can_move_to_cell(board_flow, new_loc, true):
|
||||||
|
moves.regular_moves.append(new_loc)
|
||||||
|
break
|
||||||
|
else:
|
||||||
|
break
|
||||||
|
|
||||||
|
# Diagonal movements
|
||||||
|
var diagonal_dirs = [[1,1], [1,-1], [-1,1], [-1,-1]]
|
||||||
|
for dir in diagonal_dirs:
|
||||||
|
var curr_x = x
|
||||||
|
var curr_y = y
|
||||||
|
while true:
|
||||||
|
curr_x += dir[0]
|
||||||
|
curr_y += dir[1]
|
||||||
|
var new_loc = str(curr_x) + "-" + str(curr_y)
|
||||||
|
|
||||||
|
if !is_valid_cell(board_flow, new_loc):
|
||||||
|
break
|
||||||
|
|
||||||
|
if can_move_to_cell(board_flow, new_loc):
|
||||||
|
moves.regular_moves.append(new_loc)
|
||||||
|
elif can_move_to_cell(board_flow, new_loc, true):
|
||||||
|
moves.regular_moves.append(new_loc)
|
||||||
|
break
|
||||||
|
else:
|
||||||
|
break
|
||||||
|
|
||||||
|
return moves
|
||||||
60
addons/Chess/Scripts/Rook.gd
Normal file
|
|
@ -0,0 +1,60 @@
|
||||||
|
@tool
|
||||||
|
extends Pawn
|
||||||
|
class_name Rook
|
||||||
|
|
||||||
|
var Castling = true
|
||||||
|
|
||||||
|
func _ready():
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WRook.svg")
|
||||||
|
Points = 5
|
||||||
|
|
||||||
|
func _process(_delta):
|
||||||
|
if Item_Color != Temp_Color:
|
||||||
|
Temp_Color = Item_Color
|
||||||
|
if Item_Color == 0:
|
||||||
|
self.texture = load("res://addons/Chess/Textures/WRook.svg")
|
||||||
|
elif Item_Color == 1:
|
||||||
|
self.texture = load("res://addons/Chess/Textures/BRook.svg")
|
||||||
|
|
||||||
|
func get_valid_moves(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])
|
||||||
|
|
||||||
|
# Check all four directions
|
||||||
|
var directions = [[0,1], [0,-1], [1,0], [-1,0]]
|
||||||
|
|
||||||
|
for dir in directions:
|
||||||
|
var curr_x = x
|
||||||
|
var curr_y = y
|
||||||
|
while true:
|
||||||
|
curr_x += dir[0]
|
||||||
|
curr_y += dir[1]
|
||||||
|
var new_loc = str(curr_x) + "-" + str(curr_y)
|
||||||
|
if !is_valid_cell(board_flow, new_loc):
|
||||||
|
break
|
||||||
|
if can_move_to_cell(board_flow, new_loc):
|
||||||
|
moves.regular_moves.append(new_loc)
|
||||||
|
elif can_move_to_cell(board_flow, new_loc, true):
|
||||||
|
moves.regular_moves.append(new_loc)
|
||||||
|
break
|
||||||
|
else:
|
||||||
|
break
|
||||||
|
|
||||||
|
if Castling:
|
||||||
|
# Check if there's a king that can castle
|
||||||
|
for direction in [-4, 3]: # Check both sides for king
|
||||||
|
var king_pos = str(x + direction) + "-" + str(y)
|
||||||
|
if is_valid_cell(board_flow, king_pos):
|
||||||
|
var king_node = board_flow.get_node(king_pos)
|
||||||
|
if king_node.get_child_count() == 1:
|
||||||
|
var piece = king_node.get_child(0)
|
||||||
|
if piece.name == "King" && piece.Castling && piece.Item_Color == self.Item_Color:
|
||||||
|
moves.special_moves.append([king_pos, current_location])
|
||||||
|
|
||||||
|
return moves
|
||||||
12
addons/Chess/Textures/BBishop.svg
Normal file
|
|
@ -0,0 +1,12 @@
|
||||||
|
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||||
|
<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">
|
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15
addons/Chess/Textures/WQueen.svg
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37
addons/Chess/Textures/WQueen.svg.import
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25
addons/Chess/Textures/WRook.svg
Normal file
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|
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37
addons/Chess/Textures/WRook.svg.import
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7
addons/Chess/plugin.cfg
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|
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75
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1
icon.svg
Normal file
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|
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37
icon.svg.import
Normal file
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||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/normal_map=0
|
||||||
|
compress/channel_pack=0
|
||||||
|
mipmaps/generate=false
|
||||||
|
mipmaps/limit=-1
|
||||||
|
roughness/mode=0
|
||||||
|
roughness/src_normal=""
|
||||||
|
process/fix_alpha_border=true
|
||||||
|
process/premult_alpha=false
|
||||||
|
process/normal_map_invert_y=false
|
||||||
|
process/hdr_as_srgb=false
|
||||||
|
process/hdr_clamp_exposure=false
|
||||||
|
process/size_limit=0
|
||||||
|
detect_3d/compress_to=1
|
||||||
|
svg/scale=1.0
|
||||||
|
editor/scale_with_editor_scale=false
|
||||||
|
editor/convert_colors_with_editor_theme=false
|
||||||
28
project.godot
Normal file
|
|
@ -0,0 +1,28 @@
|
||||||
|
; Engine configuration file.
|
||||||
|
; It's best edited using the editor UI and not directly,
|
||||||
|
; since the parameters that go here are not all obvious.
|
||||||
|
;
|
||||||
|
; Format:
|
||||||
|
; [section] ; section goes between []
|
||||||
|
; param=value ; assign values to parameters
|
||||||
|
|
||||||
|
config_version=5
|
||||||
|
|
||||||
|
[application]
|
||||||
|
|
||||||
|
config/name="Godot Chess"
|
||||||
|
run/main_scene="res://board.tscn"
|
||||||
|
config/features=PackedStringArray("4.3", "Forward Plus")
|
||||||
|
config/icon="res://icon.svg"
|
||||||
|
|
||||||
|
[editor_plugins]
|
||||||
|
|
||||||
|
enabled=PackedStringArray()
|
||||||
|
|
||||||
|
[filesystem]
|
||||||
|
|
||||||
|
import/blender/enabled=false
|
||||||
|
|
||||||
|
[rendering]
|
||||||
|
|
||||||
|
renderer/rendering_method="gl_compatibility"
|
||||||