refactored tile child relationshio
This commit is contained in:
parent
2980b3f8ee
commit
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12 changed files with 307 additions and 230 deletions
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@ -1,100 +1,98 @@
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extends Control
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class_name CardDisplay extends Control
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class_name CardDisplay
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var cardDisplays = []
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var selectedCard = null
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const CARD_WIDTH = 150
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const CARD_WIDTH = 150
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const CARD_HEIGHT = 250
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const CARD_HEIGHT = 250
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const CARD_MARGIN = 10
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const CARD_MARGIN = 10
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@onready var container: HBoxContainer
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var cardDisplays = []
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var selectedCard = null
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var container: HBoxContainer
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func _ready():
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func _ready():
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container = HBoxContainer.new()
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# Create the container first
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container.name = "Hand"
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container = HBoxContainer.new()
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container.set_position(Vector2(10, 500))
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container.name = "Hand"
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add_child(container)
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container.position = Vector2(10, 500)
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add_child(container)
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func update_hand(hand: Array):
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func update_hand(hand: Array):
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clear_cards()
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clear_cards()
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for card in hand:
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for card in hand:
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add_card_display(card)
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add_card_display(card)
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func add_card_display(card):
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func add_card_display(card):
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var cardPanel = PanelContainer.new()
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var cardPanel = PanelContainer.new()
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cardPanel.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
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cardPanel.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
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var vbox = VBoxContainer.new()
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var vbox = VBoxContainer.new()
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vbox.set_meta("card_id", card.id)
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vbox.set_meta("card_id", card.id)
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cardPanel.add_child(vbox)
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cardPanel.add_child(vbox)
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var nameLabel = Label.new()
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var nameLabel = Label.new()
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nameLabel.text = card.cardName
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nameLabel.text = card.cardName
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nameLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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nameLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(nameLabel)
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vbox.add_child(nameLabel)
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var rankLabel = Label.new()
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var rankLabel = Label.new()
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rankLabel.text = "Rank " + str(card.rank)
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rankLabel.text = "Rank " + str(card.rank)
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rankLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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rankLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(rankLabel)
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vbox.add_child(rankLabel)
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var descLabel = Label.new()
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var descLabel = Label.new()
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descLabel.text = card.description
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descLabel.text = card.description
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descLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
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descLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
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descLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
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descLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
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vbox.add_child(descLabel)
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vbox.add_child(descLabel)
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var unitWhitelistLabel = Label.new()
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unitWhitelistLabel.text = ", ".join(card.unitWhitelist)
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unitWhitelistLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
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unitWhitelistLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
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vbox.add_child(unitWhitelistLabel)
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var idLabel = Label.new()
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var unitWhitelistLabel = Label.new()
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idLabel.text = card.id.substr(card.id.length() - 8, -1)
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unitWhitelistLabel.text = ", ".join(card.unitWhitelist)
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idLabel.autowrap_mode = true
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unitWhitelistLabel.autowrap_mode = TextServer.AUTOWRAP_WORD
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idLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
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unitWhitelistLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
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vbox.add_child(idLabel)
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vbox.add_child(unitWhitelistLabel)
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var idLabel = Label.new()
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idLabel.text = card.id.substr(card.id.length() - 8, -1)
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idLabel.autowrap_mode = true
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idLabel.custom_minimum_size = Vector2(CARD_WIDTH - 10, 0)
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vbox.add_child(idLabel)
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cardPanel.gui_input.connect(func(event): _on_card_clicked(event, card))
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cardPanel.gui_input.connect(func(event): _on_card_clicked(event, card))
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cardDisplays.append(cardPanel)
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cardDisplays.append(cardPanel)
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container.add_child(cardPanel)
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container.add_child(cardPanel)
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func _on_card_clicked(event: InputEvent, card: Card):
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func _on_card_clicked(event: InputEvent, card: Card):
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if event is InputEventMouseButton and event.pressed:
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if event is InputEventMouseButton and event.pressed:
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if selectedCard == null || selectedCard.id != card.id:
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if selectedCard == null || selectedCard.id != card.id:
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selectedCard = card
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selectedCard = card
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container.emit_signal("card_pressed", card)
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container.emit_signal("card_pressed", card)
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elif selectedCard.id == card.id:
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elif selectedCard.id == card.id:
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selectedCard = null
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selectedCard = null
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highlight_selectedCard(selectedCard)
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highlight_selectedCard(selectedCard)
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# selectedCard = card
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# highlight_selectedCard(card)
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# container.emit_signal("card_pressed", card)
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func highlight_selectedCard(selected: Card) -> void:
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func highlight_selectedCard(selected: Card) -> void:
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for display in cardDisplays:
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for display in cardDisplays:
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var style = StyleBoxFlat.new()
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.2, 0.2, 0.2, 1) # Default color
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style.bg_color = Color(0.2, 0.2, 0.2, 1) # Default color
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var vbox = display.get_child(0)
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var vbox = display.get_child(0)
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if selected && vbox.get_meta("card_id") == selected.id:
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if selected && vbox.get_meta("card_id") == selected.id:
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style.bg_color = Color(0.4, 0.6, 0.4, 1) # Selected color
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style.bg_color = Color(0.4, 0.6, 0.4, 1) # Selected color
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display.add_theme_stylebox_override("panel", style)
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display.add_theme_stylebox_override("panel", style)
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func get_card_by_uuid(uuid: String) -> Card:
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func get_card_by_uuid(uuid: String) -> Card:
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for display in cardDisplays:
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for display in cardDisplays:
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var vbox = display.get_child(0)
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var vbox = display.get_child(0)
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if vbox.get_meta("card_id") == uuid:
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if vbox.get_meta("card_id") == uuid:
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return selectedCard
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return selectedCard
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return null
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return null
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func getSelectedCard() -> Card:
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func getSelectedCard() -> Card:
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return selectedCard
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return selectedCard
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func clear_cards():
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func clear_cards():
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for display in cardDisplays:
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for display in cardDisplays:
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display.queue_free()
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display.queue_free()
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cardDisplays.clear()
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cardDisplays.clear()
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selectedCard = null
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selectedCard = null
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@ -8,7 +8,6 @@ func _init():
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effectType = EffectType.SPECIAL_ACTION
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effectType = EffectType.SPECIAL_ACTION
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description = "Force peice to careen towards the enemy side, capturing all pieces in its path"
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description = "Force peice to careen towards the enemy side, capturing all pieces in its path"
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unitWhitelist = ["Rook", "Queen"]
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unitWhitelist = ["Rook", "Queen"]
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func apply_effect(target_piece = null, board_flow = null, game_state = null):
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func apply_effect(target_piece = null, board_flow = null, game_state = null):
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if !super.apply_effect(target_piece, board_flow, game_state):
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if !super.apply_effect(target_piece, board_flow, game_state):
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return false
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return false
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@ -16,43 +15,44 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
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if !target_piece or !board_flow or !game_state:
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if !target_piece or !board_flow or !game_state:
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return false
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return false
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# Get current container and position
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var current_pos = target_piece.get_parent().name.split("-")
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var current_container = target_piece.get_parent() as PieceContainer
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var current_pos = current_container.name.split("-")
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var current_x = int(current_pos[0])
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var current_x = int(current_pos[0])
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var current_y = int(current_pos[1])
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var current_y = int(current_pos[1])
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# Calculate target position
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var target_y = 7 if target_piece.Item_Color == 1 else 0
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var target_y = 7 if target_piece.Item_Color == 1 else 0
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var y_direction = 1 if target_y > current_y else -1
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var y_direction = 1 if target_y > current_y else -1
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# Generate tiles to check
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var tiles_to_check = []
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var tiles_to_check = []
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var y = current_y + y_direction
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var y = current_y + y_direction
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while y != target_y + y_direction:
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while y != target_y + y_direction:
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tiles_to_check.append(str(current_x) + "-" + str(y))
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tiles_to_check.append(str(current_x) + "-" + str(y))
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y += y_direction
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y += y_direction
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# Process pieces in path
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for tile_name in tiles_to_check:
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for tile_name in tiles_to_check:
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var tile = board_flow.get_node(tile_name)
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var container = board_flow.get_node(tile_name) as PieceContainer
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if tile.get_child_count() > 0:
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if container.has_piece():
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var piece_to_capture = tile.get_child(0)
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var piece_to_capture = container.get_piece()
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game_state.updatePoints(piece_to_capture)
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game_state.updatePoints(piece_to_capture)
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piece_to_capture.queue_free()
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container.remove_piece()
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# Move piece to final position
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var final_container = board_flow.get_node(str(current_x) + "-" + str(target_y)) as PieceContainer
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var final_tile = board_flow.get_node(str(current_x) + "-" + str(target_y))
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# Important: Need to remove the piece from its current container first
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target_piece.reparent(final_tile)
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# AND keep a reference to it
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target_piece.position = Vector2(25, 25)
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target_piece = current_container.get_piece() # Get reference before removing
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current_container.remove_piece(true) # Remove from current container
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final_container.set_piece(target_piece) # Set in new container
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game_state.currentlyMovingPiece = target_piece
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game_state.currentlyMovingPiece = target_piece
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burned = true
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burned = true
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game_state.resolveMoveEffects();
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game_state.resolveMoveEffects()
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game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
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game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
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return true
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return true
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@ -42,27 +42,29 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
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tiles_to_check.append(str(target_x) + "-" + str(target_y))
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tiles_to_check.append(str(target_x) + "-" + str(target_y))
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# Process tiles and add overlay
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# Process tiles and add overlay
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for tile_name in tiles_to_check:
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for tile_name in tiles_to_check:
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var tile = board_flow.get_node(tile_name)
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var container = board_flow.get_node(tile_name) as PieceContainer
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var existing_overlay = tile.get_node_or_null("ExplosiveBootsOverlay")
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# Handle overlay through container's overlay management
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if existing_overlay:
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container.remove_overlay("ExplosiveBootsOverlay")
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existing_overlay.queue_free()
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var overlay = ColorRect.new()
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var overlay = ColorRect.new()
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overlay.name = "ExplosiveBootsOverlay"
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overlay.name = "ExplosiveBootsOverlay"
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overlay.color = Color(1, 0, 0, 0.3)
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overlay.color = Color(1, 0, 0, 0.3)
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overlay.size = tile.size
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overlay.size = container.size
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overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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tile.add_child(overlay)
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container.add_overlay(overlay)
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overlay.show()
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overlay.show()
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if tile.get_child_count() > 1: # > 1 because we just added the overlay
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# Check for pieces to affect
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var piece = tile.get_child(0)
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var piece = container.get_piece()
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if target_piece && piece.Item_Color != target_piece.Item_Color:
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if piece != null and piece.Item_Color != target_piece.Item_Color:
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game_state.updatePoints(piece)
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game_state.updatePoints(piece)
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piece.queue_free()
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container.remove_piece()
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# Setup timer to remove overlays
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# Setup timer to remove overlays
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var timer = Timer.new()
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var timer = Timer.new()
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@ -54,25 +54,24 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
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# Process tiles and add overlay
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# Process tiles and add overlay
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for tile_name in tiles_to_check:
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for tile_name in tiles_to_check:
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var tile = board_flow.get_node(tile_name)
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var container = board_flow.get_node(tile_name) as PieceContainer
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var existing_overlay = tile.get_node_or_null("SupernovaOverlay")
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# Handle overlay through container's overlay management
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if existing_overlay:
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container.remove_overlay("SupernovaOverlay")
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existing_overlay.queue_free()
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var overlay = ColorRect.new()
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var overlay = ColorRect.new()
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overlay.name = "SupernovaOverlay"
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overlay.name = "SupernovaOverlay"
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overlay.color = Color(1, 0, 0, 0.3)
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overlay.color = Color(1, 0, 0, 0.3)
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overlay.size = tile.size
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overlay.size = container.size
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overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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tile.add_child(overlay)
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container.add_overlay(overlay)
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overlay.show()
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overlay.show()
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if tile.get_child_count() > 1: # > 1 because we just added the overlay
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# Check for pieces to affect
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var piece = tile.get_child(0)
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var piece = container.get_piece()
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if piece.Item_Color != target_piece.Item_Color:
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if piece != null and piece.Item_Color != target_piece.Item_Color:
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game_state.updatePoints(piece)
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game_state.updatePoints(piece)
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piece.queue_free()
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container.remove_piece()
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# Setup timer to remove overlays
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# Setup timer to remove overlays
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var timer = Timer.new()
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var timer = Timer.new()
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@ -1,5 +1,6 @@
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class_name ChessGame extends Control
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class_name ChessGame extends Control
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const PieceContainer = preload("res://Systems/PieceContainer.gd")
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const WHITE = "white"
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const WHITE = "white"
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const BLACK = "black"
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const BLACK = "black"
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signal tile_pressed(location: String)
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signal tile_pressed(location: String)
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@ -131,7 +132,7 @@ func createBoard() -> void:
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func createTile(x: int, y: int, isWhite: bool) -> void:
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func createTile(x: int, y: int, isWhite: bool) -> void:
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# print("CreateTile x ", x, " y ", y);
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# print("CreateTile x ", x, " y ", y);
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var tile = Button.new()
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var tile = PieceContainer.new()
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tile.set_custom_minimum_size(Vector2(tileXSize, tileYSize))
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tile.set_custom_minimum_size(Vector2(tileXSize, tileYSize))
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tile.add_theme_stylebox_override("normal", lightStyle if isWhite else darkStyle)
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tile.add_theme_stylebox_override("normal", lightStyle if isWhite else darkStyle)
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@ -218,7 +219,10 @@ func setupPieces() -> void:
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func placePiece(position: String, pieceName: String, color: int) -> void:
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func placePiece(position: String, pieceName: String, color: int) -> void:
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var piece = summonPiece(pieceName, color)
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var piece = summonPiece(pieceName, color)
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boardContainer.get_node(position).add_child(piece)
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# boardContainer.get_node(position).add_child(piece)
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var container = boardContainer.get_node(position)
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container.set_piece(piece)
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var coords = position.split("-")
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var coords = position.split("-")
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board[int(coords[1])][int(coords[0])] = piece
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board[int(coords[1])][int(coords[0])] = piece
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@ -251,8 +255,8 @@ func summonPiece(pieceName: String, color: int) -> Node:
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func clearBoard() -> void:
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func clearBoard() -> void:
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for child in boardContainer.get_children():
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for child in boardContainer.get_children():
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if child.get_child_count() > 0:
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if child is PieceContainer:
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child.get_child(0).queue_free()
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child.remove_piece()
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# func prepareHand() -> void:
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# func prepareHand() -> void:
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@ -284,8 +288,9 @@ func evaluatePosition() -> Dictionary:
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return status
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return status
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func isValidMove(location: String) -> bool:
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func isValidMove(location: String) -> bool:
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var node = get_node("Flow/" + location)
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var node = get_node("Flow/" + location) as PieceContainer
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if node.get_child_count() == 0 || node.get_child(0).Item_Color != Turn:
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var piece = node.get_piece()
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if piece == null || piece.Item_Color != Turn:
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for area in areas:
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for area in areas:
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if area == node.name:
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if area == node.name:
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return true
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return true
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||||||
|
|
@ -315,8 +320,8 @@ func getMovableAreas() -> void:
|
||||||
resetHighlights()
|
resetHighlights()
|
||||||
areas.clear()
|
areas.clear()
|
||||||
specialArea.clear()
|
specialArea.clear()
|
||||||
|
var container = get_node("Flow/" + selectedNode) as PieceContainer
|
||||||
var piece = get_node("Flow/" + selectedNode).get_child(0)
|
var piece = container.get_piece()
|
||||||
var piece_id = piece.get_instance_id()
|
var piece_id = piece.get_instance_id()
|
||||||
# print("HIGHLIGHTING getMovableAreas 2")
|
# print("HIGHLIGHTING getMovableAreas 2")
|
||||||
if deckManager.attached_cards.has(piece_id):
|
if deckManager.attached_cards.has(piece_id):
|
||||||
|
|
@ -348,28 +353,28 @@ func highlightValidMoves() -> void:
|
||||||
|
|
||||||
func executeMove(targetLocation: String) -> void:
|
func executeMove(targetLocation: String) -> void:
|
||||||
print("executeMove ", targetLocation)
|
print("executeMove ", targetLocation)
|
||||||
var targetNode = get_node("Flow/" + targetLocation)
|
var targetContainer = get_node("Flow/" + targetLocation) as PieceContainer
|
||||||
var piece = get_node("Flow/" + selectedNode).get_child(0)
|
var sourceContainer = get_node("Flow/" + selectedNode) as PieceContainer
|
||||||
|
var piece = sourceContainer.get_piece()
|
||||||
var old_location = selectedNode
|
var old_location = selectedNode
|
||||||
# print("piece", piece)
|
|
||||||
# tileManager.process_tile_effect(old_location, piece, false) # Exiting old tile
|
|
||||||
|
|
||||||
if targetNode.get_child_count() != 0:
|
# Handle capture if there's a piece in target location
|
||||||
var capturedPiece = targetNode.get_child(0)
|
if targetContainer.has_piece():
|
||||||
|
var capturedPiece = targetContainer.get_piece()
|
||||||
if Turn == 0:
|
if Turn == 0:
|
||||||
p1Points += capturedPiece.Points
|
p1Points += capturedPiece.Points
|
||||||
p1String.text = str(p1Points)
|
p1String.text = str(p1Points)
|
||||||
else:
|
else:
|
||||||
p2Points += capturedPiece.Points
|
p2Points += capturedPiece.Points
|
||||||
p2String.text = str(p2Points)
|
p2String.text = str(p2Points)
|
||||||
capturedPiece.free()
|
targetContainer.remove_piece() # This handles freeing the captured piece
|
||||||
|
|
||||||
|
# Move piece to new location
|
||||||
|
sourceContainer.remove_piece(true)
|
||||||
|
targetContainer.set_piece(piece)
|
||||||
|
|
||||||
piece.reparent(targetNode)
|
|
||||||
piece.position = Vector2(25, 25)
|
|
||||||
# print("piece2", piece)
|
|
||||||
hasMoved = true
|
hasMoved = true
|
||||||
currentlyMovingPiece = piece
|
currentlyMovingPiece = piece
|
||||||
# tileManager.process_tile_effect(targetLocation, piece, true) # Entering new tile
|
|
||||||
resetHighlights()
|
resetHighlights()
|
||||||
|
|
||||||
func togglePieceChessEffect() -> void:
|
func togglePieceChessEffect() -> void:
|
||||||
|
|
|
||||||
49
Systems/PieceContainer.gd
Normal file
49
Systems/PieceContainer.gd
Normal 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
|
||||||
|
|
@ -34,12 +34,12 @@ func exit() -> void:
|
||||||
|
|
||||||
func handleTilePressed(location: String) -> void:
|
func handleTilePressed(location: String) -> void:
|
||||||
# print("HANDLING Tile PRESSED ", location)
|
# print("HANDLING Tile PRESSED ", location)
|
||||||
var targetNode = game.get_node("Flow/" + location)
|
var container = game.get_node("Flow/" + location) as PieceContainer
|
||||||
|
|
||||||
if targetNode.get_child_count() == 0:
|
var piece = container.get_piece()
|
||||||
|
if piece == null:
|
||||||
return
|
return
|
||||||
|
|
||||||
var piece = targetNode.get_child(0)
|
|
||||||
var piece_id = piece.get_instance_id()
|
var piece_id = piece.get_instance_id()
|
||||||
var selectedCard = game.cardDisplay.getSelectedCard()
|
var selectedCard = game.cardDisplay.getSelectedCard()
|
||||||
if game.deckManager.attached_cards.has(piece_id):
|
if game.deckManager.attached_cards.has(piece_id):
|
||||||
|
|
@ -70,5 +70,3 @@ func complete_attachment_phase() -> void:
|
||||||
if timer.time_left > 0:
|
if timer.time_left > 0:
|
||||||
timer.stop()
|
timer.stop()
|
||||||
_on_timer_timeout()
|
_on_timer_timeout()
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -33,9 +33,23 @@ func handleMovement(location: String) -> void:
|
||||||
# maybe once u start nmoving a peice global stat var is set
|
# maybe once u start nmoving a peice global stat var is set
|
||||||
# and any moving peice needs ot match that
|
# and any moving peice needs ot match that
|
||||||
print("HANDLING MOVEMENT ", location, " | ", multiMoving, " | ", game.selectedNode)
|
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()
|
var piece_id = piece.get_instance_id()
|
||||||
print(piece_id)
|
print(piece_id)
|
||||||
var is_multi_moving = piece_id in moves_remaining and moves_remaining[piece_id] > 1
|
var is_multi_moving = piece_id in moves_remaining and moves_remaining[piece_id] > 1
|
||||||
|
|
@ -43,15 +57,15 @@ func handleMovement(location: String) -> void:
|
||||||
|
|
||||||
if multiMoving.length() > 0:
|
if multiMoving.length() > 0:
|
||||||
|
|
||||||
if node.get_child_count() > 0 and is_instance_valid(node.get_child(0)):
|
if node.get_piece() != null and is_instance_valid(node.get_piece()):
|
||||||
var attempting_piece = node.get_child(0)
|
var attempting_piece = node.get_piece()
|
||||||
print("Checking Str comp ", str(attempting_piece.get_instance_id()), " ", multiMoving)
|
print("Checking Str comp ", str(attempting_piece.get_instance_id()), " ", multiMoving)
|
||||||
# Only block if it's a different piece of the same color
|
# 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:
|
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")
|
print("early return - can't select different piece of same color during multi-move")
|
||||||
return
|
return
|
||||||
if game.selectedNode == "":
|
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)
|
print("SELECTED NODE ", location)
|
||||||
game.selectedNode = location
|
game.selectedNode = location
|
||||||
game.getMovableAreas()
|
game.getMovableAreas()
|
||||||
|
|
@ -95,6 +109,7 @@ func handleMovement(location: String) -> void:
|
||||||
else:
|
else:
|
||||||
if game.isValidMove(location):
|
if game.isValidMove(location):
|
||||||
# executeMove(location)
|
# executeMove(location)
|
||||||
|
|
||||||
handleRegularMove(node, consumeMove)
|
handleRegularMove(node, consumeMove)
|
||||||
if consumeMove:
|
if consumeMove:
|
||||||
multiMoving = ""
|
multiMoving = ""
|
||||||
|
|
@ -118,99 +133,113 @@ func handleMovement(location: String) -> void:
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func isCastlingMove(node: Node, location: String) -> bool:
|
func isCastlingMove(node: PieceContainer, 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"
|
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:
|
func isEnPassantMove(node: PieceContainer, location: String) -> bool:
|
||||||
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != game.Turn && \
|
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color != game.Turn && \
|
||||||
node.get_child(0).name == "Pawn" && game.specialArea.size() != 0 && game.specialArea[0] == node.name && \
|
node.get_piece().name == "Pawn" && game.specialArea.size() != 0 && game.specialArea[0] == node.name && \
|
||||||
node.get_child(0).get("En_Passant") == true
|
node.get_piece().get("En_Passant") == true
|
||||||
|
|
||||||
func isReselectMove(node: Node) -> bool:
|
func isReselectMove(node: PieceContainer) -> bool:
|
||||||
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn
|
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color == game.Turn
|
||||||
|
|
||||||
func isCaptureMove(node: Node) -> bool:
|
func isCaptureMove(node: PieceContainer) -> bool:
|
||||||
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != game.Turn
|
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color != game.Turn
|
||||||
|
|
||||||
func isRegularMove(node: Node) -> bool:
|
func isRegularMove(node: PieceContainer) -> bool:
|
||||||
return game.selectedNode != "" && node.get_child_count() == 0
|
return game.selectedNode != "" && node.get_piece() != null
|
||||||
|
|
||||||
func handleCastling(node: Node) -> void:
|
func handleCastling(node: PieceContainer) -> void:
|
||||||
print("handleCastling")
|
print("handleCastling")
|
||||||
for i in game.areas:
|
for i in game.areas:
|
||||||
if i == node.name:
|
if i == node.name:
|
||||||
var king = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
var kingContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||||
var rook = node.get_child(0)
|
var rookContainer = node as PieceContainer
|
||||||
king.reparent(game.get_node("Flow/" + game.specialArea[1]))
|
var kingTargetContainer = game.get_node("Flow/" + game.specialArea[1]) as PieceContainer
|
||||||
rook.reparent(game.get_node("Flow/" + game.specialArea[0]))
|
var rookTargetContainer = game.get_node("Flow/" + game.specialArea[0]) as PieceContainer
|
||||||
king.position = Vector2(25, 25)
|
|
||||||
rook.position = Vector2(25, 25)
|
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.currentlyMovingPiece = king
|
||||||
game.resolveMoveEffects()
|
game.resolveMoveEffects()
|
||||||
|
|
||||||
func handleEnPassant(node: Node) -> void:
|
func handleEnPassant(node: PieceContainer) -> void:
|
||||||
print("handleEnPassant")
|
print("handleEnPassant")
|
||||||
for i in game.specialArea:
|
for i in game.specialArea:
|
||||||
if i == node.name:
|
if i == node.name:
|
||||||
var pawn = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
var targetContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||||
node.get_child(0).free()
|
var pawn = (game.get_node("Flow/" + game.selectedNode) as PieceContainer).get_piece()
|
||||||
pawn.reparent(game.get_node("Flow/" + game.specialArea[1]))
|
node.remove_piece()
|
||||||
pawn.position = Vector2(25, 25)
|
targetContainer.set_piece(pawn)
|
||||||
game.currentlyMovingPiece = pawn
|
game.currentlyMovingPiece = pawn
|
||||||
game.resolveMoveEffects()
|
game.resolveMoveEffects()
|
||||||
|
|
||||||
func handleCapture(node: Node) -> void:
|
func handleCapture(node: PieceContainer) -> void:
|
||||||
print("handleCapture")
|
print("handleCapture")
|
||||||
for i in game.areas:
|
for i in game.areas:
|
||||||
if i == node.name:
|
if i == node.name:
|
||||||
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
|
||||||
var capturedPiece = node.get_child(0)
|
|
||||||
|
|
||||||
|
|
||||||
piece.reparent(node)
|
var source_container = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||||
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 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:
|
for i in game.areas:
|
||||||
if i == node.name:
|
if i == node.name:
|
||||||
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
print(i)
|
||||||
piece.reparent(node)
|
var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||||
piece.position = Vector2(25, 25)
|
var piece = sourceContainer.get_piece()
|
||||||
|
print("Removing Piece 1")
|
||||||
|
sourceContainer.remove_piece(true)
|
||||||
|
node.set_piece(piece)
|
||||||
|
|
||||||
|
game.currentlyMovingPiece = piece
|
||||||
if consume:
|
if consume:
|
||||||
game.currentlyMovingPiece = piece
|
|
||||||
game.resolveMoveEffects()
|
game.resolveMoveEffects()
|
||||||
else:
|
else:
|
||||||
game.currentlyMovingPiece = piece
|
game.togglePieceChessEffect()
|
||||||
game.togglePieceChessEffect();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
func executeMove(targetLocation: String) -> void:
|
func executeMove(targetLocation: String) -> void:
|
||||||
print("executeMove ", targetLocation)
|
print("executeMove ", targetLocation)
|
||||||
var targetNode = game.get_node("Flow/" + game.targetLocation)
|
var targetContainer = game.get_node("Flow/" + targetLocation) as PieceContainer
|
||||||
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||||
# print("piece", piece)
|
var piece = sourceContainer.get_piece()
|
||||||
|
|
||||||
if targetNode.get_child_count() != 0:
|
# Handle capture if there's a piece in the target location
|
||||||
var capturedPiece = targetNode.get_child(0)
|
if targetContainer.has_piece():
|
||||||
|
var capturedPiece = targetContainer.get_piece()
|
||||||
if game.Turn == 0:
|
if game.Turn == 0:
|
||||||
game.p1Points += capturedPiece.Points
|
game.p1Points += capturedPiece.Points
|
||||||
game.p1String.text = str(game.p1Points)
|
game.p1String.text = str(game.p1Points)
|
||||||
else:
|
else:
|
||||||
game.p2Points += capturedPiece.Points
|
game.p2Points += capturedPiece.Points
|
||||||
game.p2String.text = str(game.p2Points)
|
game.p2String.text = str(game.p2Points)
|
||||||
capturedPiece.free()
|
targetContainer.remove_piece() # This will handle freeing the captured piece
|
||||||
|
|
||||||
|
# Move piece to new location
|
||||||
|
sourceContainer.remove_piece(true)
|
||||||
|
targetContainer.set_piece(piece)
|
||||||
|
|
||||||
piece.reparent(targetNode)
|
|
||||||
piece.position = Vector2(25, 25)
|
|
||||||
# print("piece2", piece)
|
|
||||||
game.hasMoved = true
|
game.hasMoved = true
|
||||||
game.currentlyMovingPiece = piece
|
game.currentlyMovingPiece = piece
|
||||||
game.resetHighlights()
|
game.resetHighlights()
|
||||||
|
|
|
||||||
|
|
@ -61,17 +61,15 @@ func check_kingside_castle(board_flow, x: int, y: int) -> bool:
|
||||||
var check_pos = str(x + i) + "-" + str(y)
|
var check_pos = str(x + i) + "-" + str(y)
|
||||||
if !is_valid_cell(board_flow, check_pos) || !can_move_to_cell(board_flow, check_pos):
|
if !is_valid_cell(board_flow, check_pos) || !can_move_to_cell(board_flow, check_pos):
|
||||||
return false
|
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)
|
var rook_pos = str(x + 3) + "-" + str(y)
|
||||||
if !is_valid_cell(board_flow, rook_pos):
|
if !is_valid_cell(board_flow, rook_pos):
|
||||||
return false
|
return false
|
||||||
|
var rook_container = board_flow.get_node(rook_pos) as PieceContainer
|
||||||
var rook_node = board_flow.get_node(rook_pos)
|
var rook = rook_container.get_piece()
|
||||||
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
|
return rook.name == "Rook" && rook.Castling && rook.Item_Color == self.Item_Color
|
||||||
|
|
||||||
func check_queenside_castle(board_flow, x: int, y: int) -> bool:
|
func check_queenside_castle(board_flow, x: int, y: int) -> bool:
|
||||||
|
|
@ -80,15 +78,15 @@ func check_queenside_castle(board_flow, x: int, y: int) -> bool:
|
||||||
var check_pos = str(x - i) + "-" + str(y)
|
var check_pos = str(x - i) + "-" + str(y)
|
||||||
if !is_valid_cell(board_flow, check_pos) || !can_move_to_cell(board_flow, check_pos):
|
if !is_valid_cell(board_flow, check_pos) || !can_move_to_cell(board_flow, check_pos):
|
||||||
return false
|
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
|
# Check if rook is in position and hasn't moved
|
||||||
var rook_pos = str(x - 4) + "-" + str(y)
|
var rook_pos = str(x - 4) + "-" + str(y)
|
||||||
if !is_valid_cell(board_flow, rook_pos):
|
if !is_valid_cell(board_flow, rook_pos):
|
||||||
return false
|
return false
|
||||||
|
|
||||||
var rook_node = board_flow.get_node(rook_pos)
|
var rook_container = board_flow.get_node(rook_pos) as PieceContainer
|
||||||
if rook_node.get_child_count() != 1:
|
var rook = rook_container.get_piece()
|
||||||
return false
|
|
||||||
|
|
||||||
var rook = rook_node.get_child(0)
|
|
||||||
return rook.name == "Rook" && rook.Castling && rook.Item_Color == self.Item_Color
|
return rook.name == "Rook" && rook.Castling && rook.Item_Color == self.Item_Color
|
||||||
|
|
|
||||||
|
|
@ -109,9 +109,9 @@ func getValidMoves(board_flow, current_location: String) -> Dictionary:
|
||||||
# En Passant
|
# En Passant
|
||||||
var adjacent = str(x + dx) + "-" + str(y)
|
var adjacent = str(x + dx) + "-" + str(y)
|
||||||
if is_valid_cell(board_flow, adjacent) && is_valid_cell(board_flow, capture):
|
if is_valid_cell(board_flow, adjacent) && is_valid_cell(board_flow, capture):
|
||||||
var adjacent_cell = board_flow.get_node(adjacent)
|
var adjacent_cell = board_flow.get_node(adjacent) as PieceContainer
|
||||||
if adjacent_cell.get_child_count() == 1:
|
if adjacent_cell.get_piece() != null:
|
||||||
var adjacent_piece = adjacent_cell.get_child(0)
|
var adjacent_piece = adjacent_cell.get_piece()
|
||||||
if adjacent_piece.name == "Pawn" && adjacent_piece.En_Passant && adjacent_piece.Item_Color != self.Item_Color:
|
if adjacent_piece.name == "Pawn" && adjacent_piece.En_Passant && adjacent_piece.Item_Color != self.Item_Color:
|
||||||
moves.special_moves.append([adjacent, capture])
|
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
|
# Helper for checking if cell is empty or contains enemy
|
||||||
func can_move_to_cell(board_flow, location: String, is_capture: bool = false) -> bool:
|
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:
|
if is_capture:
|
||||||
return node.get_child_count() == 1 && node.get_child(0).Item_Color != self.Item_Color
|
var piece = container.get_piece()
|
||||||
return node.get_child_count() == 0
|
return piece != null && piece.Item_Color != self.Item_Color
|
||||||
|
return !container.has_piece()
|
||||||
|
|
@ -51,10 +51,10 @@ func getValidMoves(board_flow, current_location: String) -> Dictionary:
|
||||||
for direction in [-4, 3]: # Check both sides for king
|
for direction in [-4, 3]: # Check both sides for king
|
||||||
var king_pos = str(x + direction) + "-" + str(y)
|
var king_pos = str(x + direction) + "-" + str(y)
|
||||||
if is_valid_cell(board_flow, king_pos):
|
if is_valid_cell(board_flow, king_pos):
|
||||||
var king_node = board_flow.get_node(king_pos)
|
var king_container = board_flow.get_node(king_pos) as PieceContainer
|
||||||
if king_node.get_child_count() == 1:
|
var piece = king_container.get_piece()
|
||||||
var piece = king_node.get_child(0)
|
if piece != null && piece.name == "King" && piece.Castling && piece.Item_Color == self.Item_Color:
|
||||||
if piece.name == "King" && piece.Castling && piece.Item_Color == self.Item_Color:
|
moves.special_moves.append([king_pos, current_location])
|
||||||
moves.special_moves.append([king_pos, current_location])
|
|
||||||
|
|
||||||
return moves
|
return moves
|
||||||
|
|
|
||||||
|
|
@ -76,10 +76,8 @@ layout_mode = 1
|
||||||
anchors_preset = 1
|
anchors_preset = 1
|
||||||
anchor_left = 1.0
|
anchor_left = 1.0
|
||||||
anchor_right = 1.0
|
anchor_right = 1.0
|
||||||
offset_left = -78.0
|
offset_left = -129.0
|
||||||
offset_top = 1.0
|
offset_bottom = 39.0
|
||||||
offset_right = 51.0
|
|
||||||
offset_bottom = 40.0
|
|
||||||
grow_horizontal = 0
|
grow_horizontal = 0
|
||||||
|
|
||||||
[node name="Hand" type="HBoxContainer" parent="."]
|
[node name="Hand" type="HBoxContainer" parent="."]
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue