refactored tile child relationshio

This commit is contained in:
2ManyProjects 2025-02-03 23:36:09 -06:00
parent 2980b3f8ee
commit ff873687f3
12 changed files with 307 additions and 230 deletions

View file

@ -1,100 +1,98 @@
extends Control
class_name CardDisplay
class_name CardDisplay extends Control
var cardDisplays = []
var selectedCard = null
const CARD_WIDTH = 150
const CARD_HEIGHT = 250
const CARD_MARGIN = 10
@onready var container: HBoxContainer
var cardDisplays = []
var selectedCard = null
var container: HBoxContainer
func _ready():
container = HBoxContainer.new()
container.name = "Hand"
container.set_position(Vector2(10, 500))
add_child(container)
# Create the container first
container = HBoxContainer.new()
container.name = "Hand"
container.position = Vector2(10, 500)
add_child(container)
func update_hand(hand: Array):
clear_cards()
for card in hand:
add_card_display(card)
clear_cards()
for card in hand:
add_card_display(card)
func add_card_display(card):
var cardPanel = PanelContainer.new()
cardPanel.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
var vbox = VBoxContainer.new()
vbox.set_meta("card_id", card.id)
cardPanel.add_child(vbox)
var nameLabel = Label.new()
nameLabel.text = card.cardName
nameLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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 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 unitWhitelistLabel = Label.new()
unitWhitelistLabel.text = ", ".join(card.unitWhitelist)
unitWhitelistLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
unitWhitelistLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
vbox.add_child(unitWhitelistLabel)
var cardPanel = PanelContainer.new()
cardPanel.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
var vbox = VBoxContainer.new()
vbox.set_meta("card_id", card.id)
cardPanel.add_child(vbox)
var nameLabel = Label.new()
nameLabel.text = card.cardName
nameLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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 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 unitWhitelistLabel = Label.new()
unitWhitelistLabel.text = ", ".join(card.unitWhitelist)
unitWhitelistLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
unitWhitelistLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
vbox.add_child(unitWhitelistLabel)
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)
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)
cardPanel.gui_input.connect(func(event): _on_card_clicked(event, card))
cardDisplays.append(cardPanel)
container.add_child(cardPanel)
cardPanel.gui_input.connect(func(event): _on_card_clicked(event, card))
cardDisplays.append(cardPanel)
container.add_child(cardPanel)
func _on_card_clicked(event: InputEvent, card: Card):
if event is InputEventMouseButton and event.pressed:
if selectedCard == null || selectedCard.id != card.id:
selectedCard = card
container.emit_signal("card_pressed", card)
elif selectedCard.id == card.id:
selectedCard = null
highlight_selectedCard(selectedCard)
# selectedCard = card
# highlight_selectedCard(card)
# container.emit_signal("card_pressed", card)
if event is InputEventMouseButton and event.pressed:
if selectedCard == null || selectedCard.id != card.id:
selectedCard = card
container.emit_signal("card_pressed", card)
elif selectedCard.id == card.id:
selectedCard = null
highlight_selectedCard(selectedCard)
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
var vbox = display.get_child(0)
if selected && vbox.get_meta("card_id") == selected.id:
style.bg_color = Color(0.4, 0.6, 0.4, 1) # Selected color
for display in cardDisplays:
var style = StyleBoxFlat.new()
style.bg_color = Color(0.2, 0.2, 0.2, 1) # Default color
var vbox = display.get_child(0)
if selected && vbox.get_meta("card_id") == selected.id:
style.bg_color = Color(0.4, 0.6, 0.4, 1) # Selected color
display.add_theme_stylebox_override("panel", style)
display.add_theme_stylebox_override("panel", style)
func get_card_by_uuid(uuid: String) -> Card:
for display in cardDisplays:
var vbox = display.get_child(0)
if vbox.get_meta("card_id") == uuid:
return selectedCard
return null
for display in cardDisplays:
var vbox = display.get_child(0)
if vbox.get_meta("card_id") == uuid:
return selectedCard
return null
func getSelectedCard() -> Card:
return selectedCard
return selectedCard
func clear_cards():
for display in cardDisplays:
display.queue_free()
cardDisplays.clear()
selectedCard = null
for display in cardDisplays:
display.queue_free()
cardDisplays.clear()
selectedCard = null

View file

@ -8,7 +8,6 @@ func _init():
effectType = EffectType.SPECIAL_ACTION
description = "Force peice to careen towards the enemy side, capturing all pieces in its path"
unitWhitelist = ["Rook", "Queen"]
func apply_effect(target_piece = null, board_flow = null, game_state = null):
if !super.apply_effect(target_piece, board_flow, game_state):
return false
@ -16,43 +15,44 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
if !target_piece or !board_flow or !game_state:
return false
var current_pos = target_piece.get_parent().name.split("-")
# Get current container and position
var current_container = target_piece.get_parent() as PieceContainer
var current_pos = current_container.name.split("-")
var current_x = int(current_pos[0])
var current_y = int(current_pos[1])
# Calculate target position
var target_y = 7 if target_piece.Item_Color == 1 else 0
var y_direction = 1 if target_y > current_y else -1
# Generate tiles to check
var tiles_to_check = []
var y = current_y + y_direction
while y != target_y + y_direction:
tiles_to_check.append(str(current_x) + "-" + str(y))
y += y_direction
# Process pieces in path
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
if tile.get_child_count() > 0:
var piece_to_capture = tile.get_child(0)
var container = board_flow.get_node(tile_name) as PieceContainer
if container.has_piece():
var piece_to_capture = container.get_piece()
game_state.updatePoints(piece_to_capture)
piece_to_capture.queue_free()
container.remove_piece()
# Move piece to final position
var final_container = board_flow.get_node(str(current_x) + "-" + str(target_y)) as PieceContainer
var final_tile = board_flow.get_node(str(current_x) + "-" + str(target_y))
target_piece.reparent(final_tile)
target_piece.position = Vector2(25, 25)
# Important: Need to remove the piece from its current container first
# AND keep a reference to it
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
game_state.currentlyMovingPiece = target_piece
burned = true
game_state.resolveMoveEffects();
game_state.resolveMoveEffects()
game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
return true

View file

@ -42,27 +42,29 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
tiles_to_check.append(str(target_x) + "-" + str(target_y))
# Process tiles and add overlay
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
var container = board_flow.get_node(tile_name) as PieceContainer
var existing_overlay = tile.get_node_or_null("ExplosiveBootsOverlay")
if existing_overlay:
existing_overlay.queue_free()
# Handle overlay through container's overlay management
container.remove_overlay("ExplosiveBootsOverlay")
var overlay = ColorRect.new()
overlay.name = "ExplosiveBootsOverlay"
overlay.color = Color(1, 0, 0, 0.3)
overlay.size = tile.size
overlay.size = container.size
overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
tile.add_child(overlay)
container.add_overlay(overlay)
overlay.show()
if tile.get_child_count() > 1: # > 1 because we just added the overlay
var piece = tile.get_child(0)
if target_piece && piece.Item_Color != target_piece.Item_Color:
game_state.updatePoints(piece)
piece.queue_free()
# Check for pieces to affect
var piece = container.get_piece()
if piece != null and piece.Item_Color != target_piece.Item_Color:
game_state.updatePoints(piece)
container.remove_piece()
# Setup timer to remove overlays
var timer = Timer.new()

View file

@ -54,25 +54,24 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
# Process tiles and add overlay
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
var container = board_flow.get_node(tile_name) as PieceContainer
var existing_overlay = tile.get_node_or_null("SupernovaOverlay")
if existing_overlay:
existing_overlay.queue_free()
# Handle overlay through container's overlay management
container.remove_overlay("SupernovaOverlay")
var overlay = ColorRect.new()
overlay.name = "SupernovaOverlay"
overlay.color = Color(1, 0, 0, 0.3)
overlay.size = tile.size
overlay.size = container.size
overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
tile.add_child(overlay)
container.add_overlay(overlay)
overlay.show()
if tile.get_child_count() > 1: # > 1 because we just added the overlay
var piece = tile.get_child(0)
if piece.Item_Color != target_piece.Item_Color:
game_state.updatePoints(piece)
piece.queue_free()
# Check for pieces to affect
var piece = container.get_piece()
if piece != null and piece.Item_Color != target_piece.Item_Color:
game_state.updatePoints(piece)
container.remove_piece()
# Setup timer to remove overlays
var timer = Timer.new()

View file

@ -1,5 +1,6 @@
class_name ChessGame extends Control
const PieceContainer = preload("res://Systems/PieceContainer.gd")
const WHITE = "white"
const BLACK = "black"
signal tile_pressed(location: String)
@ -131,7 +132,7 @@ func createBoard() -> void:
func createTile(x: int, y: int, isWhite: bool) -> void:
# print("CreateTile x ", x, " y ", y);
var tile = Button.new()
var tile = PieceContainer.new()
tile.set_custom_minimum_size(Vector2(tileXSize, tileYSize))
tile.add_theme_stylebox_override("normal", lightStyle if isWhite else darkStyle)
@ -218,8 +219,11 @@ func setupPieces() -> void:
func placePiece(position: String, pieceName: String, color: int) -> void:
var piece = summonPiece(pieceName, color)
boardContainer.get_node(position).add_child(piece)
# boardContainer.get_node(position).add_child(piece)
var container = boardContainer.get_node(position)
container.set_piece(piece)
var coords = position.split("-")
board[int(coords[1])][int(coords[0])] = piece
@ -251,8 +255,8 @@ func summonPiece(pieceName: String, color: int) -> Node:
func clearBoard() -> void:
for child in boardContainer.get_children():
if child.get_child_count() > 0:
child.get_child(0).queue_free()
if child is PieceContainer:
child.remove_piece()
# func prepareHand() -> void:
@ -284,8 +288,9 @@ func evaluatePosition() -> Dictionary:
return status
func isValidMove(location: String) -> bool:
var node = get_node("Flow/" + location)
if node.get_child_count() == 0 || node.get_child(0).Item_Color != Turn:
var node = get_node("Flow/" + location) as PieceContainer
var piece = node.get_piece()
if piece == null || piece.Item_Color != Turn:
for area in areas:
if area == node.name:
return true
@ -315,8 +320,8 @@ func getMovableAreas() -> void:
resetHighlights()
areas.clear()
specialArea.clear()
var piece = get_node("Flow/" + selectedNode).get_child(0)
var container = get_node("Flow/" + selectedNode) as PieceContainer
var piece = container.get_piece()
var piece_id = piece.get_instance_id()
# print("HIGHLIGHTING getMovableAreas 2")
if deckManager.attached_cards.has(piece_id):
@ -348,28 +353,28 @@ func highlightValidMoves() -> void:
func executeMove(targetLocation: String) -> void:
print("executeMove ", targetLocation)
var targetNode = get_node("Flow/" + targetLocation)
var piece = get_node("Flow/" + selectedNode).get_child(0)
var targetContainer = get_node("Flow/" + targetLocation) as PieceContainer
var sourceContainer = get_node("Flow/" + selectedNode) as PieceContainer
var piece = sourceContainer.get_piece()
var old_location = selectedNode
# print("piece", piece)
# tileManager.process_tile_effect(old_location, piece, false) # Exiting old tile
if targetNode.get_child_count() != 0:
var capturedPiece = targetNode.get_child(0)
# Handle capture if there's a piece in target location
if targetContainer.has_piece():
var capturedPiece = targetContainer.get_piece()
if Turn == 0:
p1Points += capturedPiece.Points
p1String.text = str(p1Points)
else:
p2Points += capturedPiece.Points
p2String.text = str(p2Points)
capturedPiece.free()
piece.reparent(targetNode)
piece.position = Vector2(25, 25)
# print("piece2", piece)
targetContainer.remove_piece() # This handles freeing the captured piece
# Move piece to new location
sourceContainer.remove_piece(true)
targetContainer.set_piece(piece)
hasMoved = true
currentlyMovingPiece = piece
# tileManager.process_tile_effect(targetLocation, piece, true) # Entering new tile
resetHighlights()
func togglePieceChessEffect() -> void:

49
Systems/PieceContainer.gd Normal file
View file

@ -0,0 +1,49 @@
class_name PieceContainer extends Button
var piece: Pawn = null
@onready var overlays: Node = $Overlays
@onready var effects: Node = $Effects
func _init() -> void:
# Create containers for different types of children
var overlays_node = Node.new()
overlays_node.name = "Overlays"
add_child(overlays_node)
var effects_node = Node.new()
effects_node.name = "Effects"
add_child(effects_node)
func set_piece(new_piece: Pawn) -> void:
remove_piece() # Clean up any existing piece
piece = new_piece
if new_piece != null:
add_child(new_piece)
new_piece.position = Vector2(25, 25)
func get_piece() -> Pawn:
return piece
func remove_piece(keep_piece: bool = false) -> Pawn:
var old_piece = piece
if piece != null:
remove_child(piece)
if !keep_piece:
piece.queue_free()
old_piece = null
piece = null
return old_piece
func add_overlay(overlay: Node) -> void:
overlays.add_child(overlay)
func remove_overlay(overlay_name: String) -> void:
var overlay = overlays.get_node_or_null(overlay_name)
if overlay:
overlay.queue_free()
func get_overlay(overlay_name: String) -> Node:
return overlays.get_node_or_null(overlay_name)
func has_piece() -> bool:
return piece != null

View file

@ -34,12 +34,12 @@ func exit() -> void:
func handleTilePressed(location: String) -> void:
# print("HANDLING Tile PRESSED ", location)
var targetNode = game.get_node("Flow/" + location)
if targetNode.get_child_count() == 0:
var container = game.get_node("Flow/" + location) as PieceContainer
var piece = container.get_piece()
if piece == null:
return
var piece = targetNode.get_child(0)
var piece_id = piece.get_instance_id()
var selectedCard = game.cardDisplay.getSelectedCard()
if game.deckManager.attached_cards.has(piece_id):
@ -70,5 +70,3 @@ func complete_attachment_phase() -> void:
if timer.time_left > 0:
timer.stop()
_on_timer_timeout()

View file

@ -33,25 +33,39 @@ func handleMovement(location: String) -> void:
# maybe once u start nmoving a peice global stat var is set
# and any moving peice needs ot match that
print("HANDLING MOVEMENT ", location, " | ", multiMoving, " | ", game.selectedNode)
var node = game.get_node("Flow/" + location)
var node = game.get_node("Flow/" + location) as PieceContainer
# Only try to get piece if we have a selected node
if game.selectedNode == "":
# If no node is selected, we might want to select this one if it has a piece
var piece = node.get_piece()
if piece != null && piece.Item_Color == game.Turn:
game.selectedNode = location
game.getMovableAreas()
return
# Now we know we have a selected node, get its piece
var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
var piece = sourceContainer.get_piece()
if piece == null:
return
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
var piece_id = piece.get_instance_id()
print(piece_id)
var is_multi_moving = piece_id in moves_remaining and moves_remaining[piece_id] > 1
if multiMoving.length() > 0:
if node.get_child_count() > 0 and is_instance_valid(node.get_child(0)):
var attempting_piece = node.get_child(0)
if node.get_piece() != null and is_instance_valid(node.get_piece()):
var attempting_piece = node.get_piece()
print("Checking Str comp ", str(attempting_piece.get_instance_id()), " ", multiMoving)
# Only block if it's a different piece of the same color
if str(attempting_piece.get_instance_id()) != multiMoving and attempting_piece.Item_Color == game.Turn:
print("early return - can't select different piece of same color during multi-move")
return
if game.selectedNode == "":
if node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn:
if node.get_piece() != null && node.get_piece().Item_Color == game.Turn:
print("SELECTED NODE ", location)
game.selectedNode = location
game.getMovableAreas()
@ -95,6 +109,7 @@ func handleMovement(location: String) -> void:
else:
if game.isValidMove(location):
# executeMove(location)
handleRegularMove(node, consumeMove)
if consumeMove:
multiMoving = ""
@ -118,99 +133,113 @@ func handleMovement(location: String) -> void:
func isCastlingMove(node: Node, location: String) -> bool:
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn && node.get_child(0).name == "Rook"
func isCastlingMove(node: PieceContainer, location: String) -> bool:
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color == game.Turn && node.get_piece().name == "Rook"
func isEnPassantMove(node: Node, location: String) -> bool:
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != game.Turn && \
node.get_child(0).name == "Pawn" && game.specialArea.size() != 0 && game.specialArea[0] == node.name && \
node.get_child(0).get("En_Passant") == true
func isEnPassantMove(node: PieceContainer, location: String) -> bool:
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color != game.Turn && \
node.get_piece().name == "Pawn" && game.specialArea.size() != 0 && game.specialArea[0] == node.name && \
node.get_piece().get("En_Passant") == true
func isReselectMove(node: Node) -> bool:
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn
func isReselectMove(node: PieceContainer) -> bool:
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color == game.Turn
func isCaptureMove(node: Node) -> bool:
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != game.Turn
func isCaptureMove(node: PieceContainer) -> bool:
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color != game.Turn
func isRegularMove(node: Node) -> bool:
return game.selectedNode != "" && node.get_child_count() == 0
func isRegularMove(node: PieceContainer) -> bool:
return game.selectedNode != "" && node.get_piece() != null
func handleCastling(node: Node) -> void:
func handleCastling(node: PieceContainer) -> void:
print("handleCastling")
for i in game.areas:
if i == node.name:
var king = game.get_node("Flow/" + game.selectedNode).get_child(0)
var rook = node.get_child(0)
king.reparent(game.get_node("Flow/" + game.specialArea[1]))
rook.reparent(game.get_node("Flow/" + game.specialArea[0]))
king.position = Vector2(25, 25)
rook.position = Vector2(25, 25)
var kingContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
var rookContainer = node as PieceContainer
var kingTargetContainer = game.get_node("Flow/" + game.specialArea[1]) as PieceContainer
var rookTargetContainer = game.get_node("Flow/" + game.specialArea[0]) as PieceContainer
var king = kingContainer.get_piece()
var rook = rookContainer.get_piece()
kingContainer.remove_piece(true)
rookContainer.remove_piece(true)
kingTargetContainer.set_piece(king)
rookTargetContainer.set_piece(rook)
game.currentlyMovingPiece = king
game.resolveMoveEffects()
func handleEnPassant(node: Node) -> void:
func handleEnPassant(node: PieceContainer) -> void:
print("handleEnPassant")
for i in game.specialArea:
if i == node.name:
var pawn = game.get_node("Flow/" + game.selectedNode).get_child(0)
node.get_child(0).free()
pawn.reparent(game.get_node("Flow/" + game.specialArea[1]))
pawn.position = Vector2(25, 25)
var targetContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
var pawn = (game.get_node("Flow/" + game.selectedNode) as PieceContainer).get_piece()
node.remove_piece()
targetContainer.set_piece(pawn)
game.currentlyMovingPiece = pawn
game.resolveMoveEffects()
func handleCapture(node: Node) -> void:
func handleCapture(node: PieceContainer) -> void:
print("handleCapture")
for i in game.areas:
if i == node.name:
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
var capturedPiece = node.get_child(0)
piece.reparent(node)
piece.position = Vector2(25, 25)
piece.position = Vector2(25, 25)
game.currentlyMovingPiece = piece
game.resolveMoveEffects()
game.updatePoints(capturedPiece)
capturedPiece.free()
func handleRegularMove(node: Node, consume: bool) -> void:
print("handleRegularMove", node)
var source_container = game.get_node("Flow/" + game.selectedNode) as PieceContainer
var moving_piece = source_container.get_piece()
var captured_piece = node.get_piece()
if moving_piece && captured_piece:
game.updatePoints(captured_piece)
node.set_piece(moving_piece)
game.currentlyMovingPiece = moving_piece
game.resolveMoveEffects()
func handleRegularMove(node: PieceContainer, consume: bool) -> void:
print("handleRegularMove", node, game.selectedNode)
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)
print(i)
var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
var piece = sourceContainer.get_piece()
print("Removing Piece 1")
sourceContainer.remove_piece(true)
node.set_piece(piece)
game.currentlyMovingPiece = piece
if consume:
game.currentlyMovingPiece = piece
game.resolveMoveEffects()
else:
game.currentlyMovingPiece = piece
game.togglePieceChessEffect();
game.togglePieceChessEffect()
func executeMove(targetLocation: String) -> void:
print("executeMove ", targetLocation)
var targetNode = game.get_node("Flow/" + game.targetLocation)
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
# print("piece", piece)
var targetContainer = game.get_node("Flow/" + targetLocation) as PieceContainer
var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
var piece = sourceContainer.get_piece()
if targetNode.get_child_count() != 0:
var capturedPiece = targetNode.get_child(0)
# Handle capture if there's a piece in the target location
if targetContainer.has_piece():
var capturedPiece = targetContainer.get_piece()
if game.Turn == 0:
game.p1Points += capturedPiece.Points
game.p1String.text = str(game.p1Points)
else:
game.p2Points += capturedPiece.Points
game.p2String.text = str(game.p2Points)
capturedPiece.free()
targetContainer.remove_piece() # This will handle freeing the captured piece
piece.reparent(targetNode)
piece.position = Vector2(25, 25)
# print("piece2", piece)
# Move piece to new location
sourceContainer.remove_piece(true)
targetContainer.set_piece(piece)
game.hasMoved = true
game.currentlyMovingPiece = piece
game.resetHighlights()

View file

@ -61,34 +61,32 @@ func check_kingside_castle(board_flow, x: int, y: int) -> bool:
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
var container = board_flow.get_node(check_pos) as PieceContainer
if container.has_piece():
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)
var rook_container = board_flow.get_node(rook_pos) as PieceContainer
var rook = rook_container.get_piece()
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
var container = board_flow.get_node(check_pos) as PieceContainer
if container.has_piece():
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)
var rook_container = board_flow.get_node(rook_pos) as PieceContainer
var rook = rook_container.get_piece()
return rook.name == "Rook" && rook.Castling && rook.Item_Color == self.Item_Color

View file

@ -109,9 +109,9 @@ func getValidMoves(board_flow, current_location: String) -> Dictionary:
# 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)
var adjacent_cell = board_flow.get_node(adjacent) as PieceContainer
if adjacent_cell.get_piece() != null:
var adjacent_piece = adjacent_cell.get_piece()
if adjacent_piece.name == "Pawn" && adjacent_piece.En_Passant && adjacent_piece.Item_Color != self.Item_Color:
moves.special_moves.append([adjacent, capture])
@ -124,7 +124,8 @@ func is_valid_cell(board_flow, location: String) -> bool:
# 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)
var container = board_flow.get_node(location) as PieceContainer
if is_capture:
return node.get_child_count() == 1 && node.get_child(0).Item_Color != self.Item_Color
return node.get_child_count() == 0
var piece = container.get_piece()
return piece != null && piece.Item_Color != self.Item_Color
return !container.has_piece()

View file

@ -51,10 +51,10 @@ func getValidMoves(board_flow, current_location: String) -> Dictionary:
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])
var king_container = board_flow.get_node(king_pos) as PieceContainer
var piece = king_container.get_piece()
if piece != null && piece.name == "King" && piece.Castling && piece.Item_Color == self.Item_Color:
moves.special_moves.append([king_pos, current_location])
return moves

View file

@ -76,10 +76,8 @@ layout_mode = 1
anchors_preset = 1
anchor_left = 1.0
anchor_right = 1.0
offset_left = -78.0
offset_top = 1.0
offset_right = 51.0
offset_bottom = 40.0
offset_left = -129.0
offset_bottom = 39.0
grow_horizontal = 0
[node name="Hand" type="HBoxContainer" parent="."]