added capture animation

This commit is contained in:
2ManyProjects 2025-02-08 12:45:27 -06:00
parent 681f85a2c4
commit d3eeca5489
8 changed files with 173 additions and 159 deletions

View file

@ -51,8 +51,7 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
var container = board_flow.get_node(tile_name) as PieceContainer var container = board_flow.get_node(tile_name) as PieceContainer
if container.has_piece(): if container.has_piece():
var piece_to_capture = container.get_piece() var piece_to_capture = container.get_piece()
game_state.updatePoints(piece_to_capture) game_state.updatePointsAndCapture(piece_to_capture)
container.remove_piece()
# 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
@ -60,8 +59,6 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
# 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
# final_container.set_piece(target_piece) # Set in new container
final_container.animate_movement(current_container, target_piece) final_container.animate_movement(current_container, target_piece)
game_state.currentlyMovingPiece = target_piece game_state.currentlyMovingPiece = target_piece

View file

@ -65,8 +65,7 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
# Check for pieces to affect # Check for pieces to affect
var piece = container.get_piece() var piece = container.get_piece()
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.updatePointsAndCapture(piece)
container.remove_piece()
# Setup timer to remove overlays # Setup timer to remove overlays
var timer = Timer.new() var timer = Timer.new()

View file

@ -59,8 +59,7 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
if tile.get_piece() != null: if tile.get_piece() != null:
var piece = tile.get_piece() var piece = tile.get_piece()
if piece.Item_Color != target_piece.Item_Color: # Only capture enemy pieces if piece.Item_Color != target_piece.Item_Color: # Only capture enemy pieces
game_state.updatePoints(piece) game_state.updatePointsAndCapture(piece)
tile.remove_piece()
# Process tiles and add overlay # Process tiles and add overlay
for tile_name in tiles_to_check: for tile_name in tiles_to_check:
var container = board_flow.get_node(tile_name) as PieceContainer var container = board_flow.get_node(tile_name) as PieceContainer
@ -79,8 +78,7 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
# Check for pieces to affect # Check for pieces to affect
var piece = container.get_piece() var piece = container.get_piece()
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.updatePointsAndCapture(piece)
container.remove_piece()
# Setup timer to remove overlays # Setup timer to remove overlays
var timer = Timer.new() var timer = Timer.new()

View file

@ -157,7 +157,7 @@ func clearSelection() :
func updatePoints(capturedPiece: Node) -> void: func updatePointsAndCapture(capturedPiece: Pawn) -> void:
if Turn == 0: if Turn == 0:
p1Points += capturedPiece.Points p1Points += capturedPiece.Points
p1String.text = str(p1Points) p1String.text = str(p1Points)
@ -165,10 +165,18 @@ func updatePoints(capturedPiece: Node) -> void:
p2Points += capturedPiece.Points p2Points += capturedPiece.Points
p2String.text = str(p2Points) p2String.text = str(p2Points)
animatePieceCapture(capturedPiece)
if capturedPiece.name == "King": if capturedPiece.name == "King":
print("Game Over!") print("Game Over!")
gamecheckMate = true gamecheckMate = true
func animatePieceCapture(capturedPiece: Pawn) -> void:
var container = capturedPiece.get_parent() as PieceContainer
await capturedPiece.animate_capture()
container.remove_piece()
func parseLocation(location: String) -> void: func parseLocation(location: String) -> void:
var number = 0 var number = 0
locationX = "" locationX = ""

View file

@ -200,9 +200,12 @@ func handleEnPassant(node: PieceContainer) -> void:
if i == node.name: if i == node.name:
var targetContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer var targetContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
var pawn = (game.get_node("Flow/" + game.selectedNode) as PieceContainer).get_piece() var pawn = (game.get_node("Flow/" + game.selectedNode) as PieceContainer).get_piece()
node.remove_piece() # node.remove_piece()
targetContainer.set_piece(pawn) # targetContainer.set_piece(pawn)
game.currentlyMovingPiece = pawn game.currentlyMovingPiece = pawn
targetContainer.animate_movement(node, pawn);
game.resolveMoveEffects() game.resolveMoveEffects()
func handleCapture(node: PieceContainer) -> void: func handleCapture(node: PieceContainer) -> void:
@ -218,15 +221,10 @@ func handleCapture(node: PieceContainer) -> void:
var captured_piece = node.get_piece() var captured_piece = node.get_piece()
if moving_piece && captured_piece: if moving_piece && captured_piece:
game.updatePoints(captured_piece) game.updatePointsAndCapture(captured_piece)
node.animate_movement(source_container, moving_piece); node.animate_movement(source_container, moving_piece);
# 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()

View file

@ -29,8 +29,7 @@ func apply_effect(piece: Pawn = null) -> void:
var container = piece.get_parent() as PieceContainer var container = piece.get_parent() as PieceContainer
if container: if container:
game.updatePoints(piece) game.updatePointsAndCapture(piece)
container.remove_piece()
func update_appearance() -> void: func update_appearance() -> void:
if is_effect_active() && base_button: if is_effect_active() && base_button:

View file

@ -153,3 +153,18 @@ func animate_movement(target_position: Vector2, duration: float = 1) -> void:
# Wait for animation to complete # Wait for animation to complete
await tween.finished await tween.finished
# print("--------------FINISHED ANIM--------------") # print("--------------FINISHED ANIM--------------")
func animate_capture(duration: float = 0.5) -> void:
z_index = 1 # Ensure piece is visible above others during animation
var tween = create_tween()
tween.set_trans(Tween.TRANS_LINEAR)
tween.set_ease(Tween.EASE_IN_OUT)
# First turn red
tween.tween_property(self, "modulate", Color.RED, duration/2)
# Then shrink to nothing
tween.tween_property(self, "scale", Vector2.ZERO, duration/2)
# Finally remove the piece
tween.tween_callback(queue_free)
await tween.finished