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Author SHA1 Message Date
681f85a2c4 simplified movement animations 2025-02-08 11:42:52 -06:00
0715911318 added basic animations for movement 2025-02-08 10:43:00 -06:00
7 changed files with 74 additions and 46 deletions

View file

@ -57,12 +57,12 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
# Move piece to final position
var final_container = board_flow.get_node(str(current_x) + "-" + str(final_y)) as PieceContainer
# 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
# 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)
game_state.currentlyMovingPiece = target_piece
burned = true

View file

@ -68,10 +68,10 @@ func _process(delta: float) -> void:
func initializeGame() -> void:
setupStyles()
initializeBoard()
setupUI()
initializeDeckSystem()
initializeCardPreview()
initializeBoard()
func initializeCardPreview() -> void:
cardPreview = CardPreview.new()
@ -224,8 +224,10 @@ func placePiece(position: String, pieceName: String, color: int) -> void:
var piece = summonPiece(pieceName, color)
# boardContainer.get_node(position).add_child(piece)
var container = boardContainer.get_node(position)
container.set_piece(piece)
var container = boardContainer.get_node(position) as PieceContainer
await container.set_piece(piece, false)
container.remove_piece(true)
container.set_piece(piece, false)
var coords = position.split("-")
board[int(coords[1])][int(coords[0])] = piece

View file

@ -10,12 +10,36 @@ func _init() -> void:
effects.name = "Effects"
add_child(effects)
func set_piece(new_piece: Pawn) -> void:
func animate_movement(source_container: PieceContainer, moving_piece: Pawn) -> void :
await set_piece(moving_piece)
source_container.remove_piece(true)
remove_piece(true)
set_piece(moving_piece, false)
func set_piece(new_piece: Pawn, animate: bool = true) -> 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)
if animate:
print("POS ", get_global_position())
var targetPos = get_global_position() + Vector2(25, 25)
if new_piece.get_parent():
new_piece.reparent(self)
else:
add_child(new_piece)
await new_piece.animate_movement(targetPos)
else:
if new_piece.get_parent():
new_piece.reparent(self)
else:
add_child(new_piece)
new_piece.position = Vector2(25, 25)
func get_piece() -> Pawn:
return piece
@ -23,7 +47,8 @@ func get_piece() -> Pawn:
func remove_piece(keep_piece: bool = false) -> Pawn:
var old_piece = piece
if piece != null:
remove_child(piece)
if piece.get_parent() == self:
remove_child(piece)
if !keep_piece:
piece.queue_free()
old_piece = null

View file

@ -180,10 +180,16 @@ func handleCastling(node: PieceContainer) -> void:
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)
# kingContainer.remove_piece(true)
# rookContainer.remove_piece(true)
# kingTargetContainer.set_piece(king)
# rookTargetContainer.set_piece(rook)
kingTargetContainer.animate_movement(kingContainer, king);
rookTargetContainer.animate_movement(rookContainer, rook);
game.currentlyMovingPiece = king
game.resolveMoveEffects()
@ -213,8 +219,14 @@ func handleCapture(node: PieceContainer) -> void:
if moving_piece && captured_piece:
game.updatePoints(captured_piece)
source_container.remove_piece(true)
node.set_piece(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.resolveMoveEffects()
@ -226,9 +238,7 @@ func handleRegularMove(node: PieceContainer, consume: bool) -> void:
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)
node.animate_movement(sourceContainer, piece);
game.currentlyMovingPiece = piece
if consume:
game.resolveMoveEffects()

View file

@ -102,6 +102,7 @@ func place_random_game_tiles(num_tiles: int = 6) -> void:
var tile_type = rng.randi() % 3
var tile: Tile
return
match tile_type:
0: # DoubleMovementTile tile
tile = WallTile.new(container, is_white, -1)

View file

@ -87,29 +87,3 @@ func getValidMoves(board_flow, current_location: String) -> Dictionary:
return moves
# func getValidMoves(board_flow, current_location: String) -> Dictionary:
# var moves = {
# "regular_moves": [],
# "special_moves": []
# }
# var loc = current_location.split("-")
# var x = int(loc[0])
# var y = int(loc[1])
# # All possible L-shaped moves
# var knight_moves = [
# [-2, -1], [-2, 1],
# [-1, -2], [-1, 2],
# [1, -2], [1, 2],
# [2, -1], [2, 1]
# ]
# for move in knight_moves:
# var new_loc = str(x + move[0]) + "-" + str(y + move[1])
# if is_valid_cell(board_flow, new_loc):
# if can_move_to_cell(board_flow, new_loc) || can_move_to_cell(board_flow, new_loc, true):
# moves.regular_moves.append(new_loc)
# return moves

View file

@ -136,4 +136,20 @@ func can_move_to_cell(board_flow, location: String, is_capture: bool = false) ->
if is_capture:
var piece = container.get_piece()
return piece != null && piece.Item_Color != self.Item_Color
return !container.has_piece()
return !container.has_piece()
func animate_movement(target_position: Vector2, duration: float = 1) -> void:
# print("--------------STARTING ANIM--------------", position, " ", target_position)
z_index = 1
var tween = create_tween()
# Make sure the tween is configured properly
tween.set_trans(Tween.TRANS_LINEAR) # or TRANS_CUBIC for smoother movement
tween.set_ease(Tween.EASE_IN_OUT)
var start_pos = position
tween.tween_property(self, "global_position", target_position, duration)
#.from(start_pos)
# Wait for animation to complete
await tween.finished
# print("--------------FINISHED ANIM--------------")