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21 changed files with 874 additions and 350 deletions

View file

@ -1,95 +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 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

@ -42,32 +42,34 @@ 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 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()
board_flow.add_child(timer)
timer.wait_time = 0.5
timer.wait_time = 1
timer.one_shot = true
timer.timeout.connect(func():
for tile_name in tiles_to_check:

View file

@ -0,0 +1,78 @@
class_name FieryCapeCard extends Card
var previous_position: String = ""
var fire_tiles: Array[String] = []
func _init():
super._init()
cardName = "Fiery Cape"
rank = Rank.RANK_2
effectType = EffectType.PIECE_EFFECT
description = "Leaves a trail of fire that lasts 4 turns. Owner's pieces can pass safely."
duration = 3 # Card effect lasts 3 turns
unitWhitelist = ["Pawn", "Bishop", "Queen", "King", "Rook"] # Any piece can wear the cape
func apply_effect(target_piece = null, board_flow = null, game_state = null):
if !super.apply_effect(target_piece, board_flow, game_state):
return false
# Store the current position as previous position
previous_position = target_piece.get_parent().name
setup_persistent_effect(game_state)
return true
func setup_persistent_effect(game_state):
if !game_state.is_connected("turn_changed", on_turn_changed):
game_state.connect("turn_changed", on_turn_changed)
func on_turn_changed():
if !attached_piece || remaining_turns <= 0:
return
var piece = attached_piece
var board_flow = piece.get_parent().get_parent()
var current_pos = piece.get_parent().name
# If the piece has moved, place fire tiles
if current_pos != previous_position:
var current_coords = current_pos.split("-")
var prev_coords = previous_position.split("-")
var current_x = int(current_coords[0])
var current_y = int(current_coords[1])
var prev_x = int(prev_coords[0])
var prev_y = int(prev_coords[1])
# Calculate all positions between previous and current (excluding current)
var positions_to_mark = []
var dx = sign(current_x - prev_x)
var dy = sign(current_y - prev_y)
var x = prev_x
var y = prev_y
# Start with the previous position
positions_to_mark.append(previous_position)
# Add intermediate positions (but not the final position)
while (x + dx != current_x || y + dy != current_y):
x += dx
y += dy
positions_to_mark.append(str(x) + "-" + str(y))
# Place fire tiles
var tile_owner = Tile.TileOwner.PLAYER if piece.Item_Color == 0 else Tile.TileOwner.ENEMY
for pos in positions_to_mark:
var container = board_flow.get_node(pos) as PieceContainer
if container:
var is_white = (int(pos.split("-")[0]) + int(pos.split("-")[1])) % 2 == 0
var fire_tile = FireWallTile.new(container, is_white, 4, tile_owner)
board_flow.get_parent().tileManager.add_tile(pos, fire_tile)
fire_tiles.append(pos)
previous_position = current_pos
func remove_effect():
if attached_piece:
var game_state = attached_piece.get_parent().get_parent().owner
if game_state.is_connected("turn_changed", on_turn_changed):
game_state.disconnect("turn_changed", on_turn_changed)
super.remove_effect()

View file

@ -1,6 +1,7 @@
class_name SupernovaCard extends Card
const CAPTURE_RADIUS = 4
var valid = false;
func _init():
super._init()
@ -10,14 +11,17 @@ func _init():
duration = 5
description = "All enemy units within 4 radius are captured"
unitWhitelist = ["King"]
remaining_turns = duration
func apply_effect(target_piece = null, board_flow = null, game_state = null):
if !super.apply_effect(target_piece, board_flow, game_state):
return false
attached_piece = target_piece
if !target_piece or !board_flow or !game_state:
print(cardName, " missing input param ")
return false
setup_persistent_effect(game_state)
# dont apply on card attachment
if !valid:
return true
# Get king's position
var king_pos = target_piece.get_parent().name.split("-")
var king_x = int(king_pos[0])
@ -47,48 +51,74 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
# Add tile to check list
tiles_to_check.append(str(target_x) + "-" + str(target_y))
# Process each tile and capture pieces
for tile_name in tiles_to_check:
var tile = board_flow.get_node("Flow/" + tile_name)
if tile.get_child_count() > 0:
var piece = tile.get_child(0)
var tile = board_flow.get_node(tile_name) as PieceContainer
if tile.get_piece() != null:
var piece = tile.get_piece()
if piece.Item_Color != target_piece.Item_Color: # Only capture enemy pieces
game_state.updatePoints(piece)
piece.queue_free()
# Visual feedback
tile.remove_piece()
# Process tiles and add overlay
for tile_name in tiles_to_check:
var tile = board_flow.get_node("Flow/" + tile_name)
var style = StyleBoxFlat.new()
style.bg_color = Color(1, 0, 0, 0.3) # Red tint
tile.add_theme_stylebox_override("normal", style)
var container = board_flow.get_node(tile_name) as PieceContainer
# Remove highlight after delay
var timer = Timer.new()
board_flow.add_child(timer)
timer.wait_time = 0.5
timer.one_shot = true
timer.timeout.connect(func():
tile.remove_theme_stylebox_override("normal")
timer.queue_free()
)
timer.start()
# 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 = container.size
overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_overlay(overlay)
overlay.show()
# 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()
board_flow.add_child(timer)
timer.wait_time = 1
timer.one_shot = true
timer.timeout.connect(func():
for tile_name in tiles_to_check:
var tile = board_flow.get_node(tile_name)
var overlay = tile.get_node_or_null("SupernovaOverlay")
if overlay:
overlay.queue_free()
timer.queue_free()
)
timer.start()
# game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
return true
func setup_persistent_effect(king, game_state):
func setup_persistent_effect(game_state):
# Connect to the turn change signal if not already connected
if !game_state.is_connected("turn_changed", Callable(self, "on_turn_changed")):
game_state.connect("turn_changed", Callable(self, "on_turn_changed"))
func on_turn_changed():
if attached_piece and remaining_turns > 0:
# Reapply the effect at the start of each turn
apply_effect(attached_piece, attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
remaining_turns -= 1
if remaining_turns <= 0:
remove_effect()
if attached_piece.get_parent().get_parent().owner.isPlayerTurn() and attached_piece and remaining_turns > 0:
# print(attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
var piece = attached_piece
var flow = attached_piece.get_parent().get_parent()
var state = attached_piece.get_parent().get_parent().owner
# print("Debug values:")
# print("- Piece: ", piece, " is null? ", piece == null)
# print("- Board Flow: ", flow, " is null? ", flow == null)
# print("- Game State: ", state, " is null? ", state == null)
# Now try apply_effect with these values
valid = true
apply_effect(piece, flow, state)
func remove_effect():
if attached_piece:

View file

@ -1,11 +1,6 @@
extends Node
class_name DeckManager
const DoubleTimeCard = preload("res://Systems/Cards/Doubletime.gd")
const HopscotchCard = preload("res://Systems/Cards/Hopscotch.gd")
const DrunkDrivingCard = preload("res://Systems/Cards/Drunkdriving.gd")
const SupernovaCard = preload("res://Systems/Cards/Supernova.gd")
const ExplosiveBootsCard = preload("res://Systems/Cards/Explosiveboots.gd")
var deck: Array = []
var hand: Array = []
var discard: Array = []
@ -27,6 +22,7 @@ func initializeStartingDeck():
deck.clear();
# for i in range(2):
# deck.append(DoubleTimeCard.new())
deck.append(FieryCapeCard.new())
deck.append(ExplosiveBootsCard.new())
deck.append(DoubleTimeCard.new())
deck.append(DrunkDrivingCard.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)
@ -7,7 +8,6 @@ signal send_location(location: String)
signal turn_changed
var currentPlayer: String = WHITE
var board: Array
var activeEffects: Array
var currentHand: Array
var selectedNode: String = ""
var locationX: String = ""
@ -25,6 +25,7 @@ var Turn: int = 0
@onready var p1String: RichTextLabel = $Player1Points
@onready var p2String: RichTextLabel = $Player2Points
@onready var deckManager: DeckManager
@onready var tileManager: TileManager
@onready var cardDisplay: CardDisplay
@onready var cardPreview: CardPreview
@ -43,9 +44,19 @@ var highlightStyle = null
func _ready() -> void:
initializeGame()
initializeTiles()
stateMachine.transitionToNextState(Constants.WHITE_TURN)
func initializeTiles() -> void:
tileManager = TileManager.new($Flow, self)
add_child(tileManager)
await get_tree().process_frame
tileManager.initialize(boardContainer)
tileManager.place_random_game_tiles()
func get_base_style(is_white: bool) -> StyleBoxFlat:
return lightStyle if is_white else darkStyle
func _unhandled_input(event: InputEvent) -> void:
stateMachine.unhandledInput(event)
@ -122,7 +133,7 @@ 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)
@ -209,8 +220,11 @@ 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
@ -242,8 +256,8 @@ 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:
@ -252,16 +266,11 @@ func clearBoard() -> void:
# pass
func updateEffectDurations() -> void:
for effect in activeEffects:
effect.duration -= 1
if effect.duration <= 0:
activeEffects.erase(effect)
deckManager.updateCardDurations()
tileManager.update_tile_durations()
func applyTileEffects() -> void:
for piece in get_tree().get_nodes_in_group("Pieces"):
var tile = piece.get_parent()
if tile.has_effect():
tile.apply_effect(piece)
tileManager.apply_tile_effects()
func applyCardEffects() -> void:
@ -275,8 +284,9 @@ 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
@ -306,8 +316,8 @@ 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):
@ -328,34 +338,45 @@ func getMovableAreas() -> void:
highlightValidMoves()
func highlightValidMoves() -> void:
# print("HIGHLIGHTING VALID MOVES")
for move in areas:
var button = boardContainer.get_node(move)
var isWhiteSquare = (int(move.split("-")[0]) + int(move.split("-")[1])) % 2 == 0
var baseStyle = lightStyle if isWhiteSquare else darkStyle
var combinedStyle = StyleBoxFlat.new()
combinedStyle.bg_color = baseStyle.bg_color + highlightStyle.bg_color
button.add_theme_stylebox_override("normal", combinedStyle)
# If there's an active tile effect, combine with its current style instead
if tileManager && tileManager.get_tile(move):
var current_style = button.get_theme_stylebox("normal")
var highlightedStyle = StyleBoxFlat.new()
highlightedStyle.bg_color = current_style.bg_color + highlightStyle.bg_color
button.add_theme_stylebox_override("normal", highlightedStyle)
else:
# Default chess pattern highlighting
var isWhiteSquare = (int(move.split("-")[0]) + int(move.split("-")[1])) % 2 == 0
var baseStyle = lightStyle if isWhiteSquare else darkStyle
var combinedStyle = StyleBoxFlat.new()
combinedStyle.bg_color = baseStyle.bg_color + highlightStyle.bg_color
button.add_theme_stylebox_override("normal", combinedStyle)
func executeMove(targetLocation: String) -> void:
print("executeMove ", targetLocation)
var targetNode = get_node("Flow/" + targetLocation)
var piece = get_node("Flow/" + selectedNode).get_child(0)
# print("piece", piece)
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
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
resetHighlights()
@ -390,6 +411,11 @@ func resetHighlights():
for button in boardContainer.get_children():
if !button.name.contains("-"):
continue
# Skip if this tile has an active effect
if tileManager && tileManager.get_tile(button.name):
continue
var coord = button.name.split("-")
var isWhiteSquare = (int(coord[0]) + int(coord[1])) % 2 == 0
if isWhiteSquare:

56
Systems/PieceContainer.gd Normal file
View file

@ -0,0 +1,56 @@
class_name PieceContainer extends Button
var piece: Pawn = null
var effects: Node # Keep effects as a sub-node
var overlay_nodes: Array[Node] = []
func _init() -> void:
# Setup effects node
effects = Node.new()
effects.name = "Effects"
add_child(effects)
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:
if overlay is ColorRect:
overlay.size = size
overlay.position = Vector2.ZERO
overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(overlay)
overlay_nodes.append(overlay)
func remove_overlay(overlay_name: String) -> void:
for overlay in overlay_nodes:
if overlay.name == overlay_name:
remove_child(overlay)
overlay_nodes.erase(overlay)
overlay.queue_free()
break
func get_overlay(overlay_name: String) -> Node:
for overlay in overlay_nodes:
if overlay.name == overlay_name:
return overlay
return null
func has_piece() -> bool:
return piece != null

View file

@ -1,6 +1,6 @@
extends "res://Systems/StateMachine/ChessGameState.gd"
const ATTACHMENT_PHASE_DURATION = 15 # Duration in seconds
const ATTACHMENT_PHASE_DURATION = 5 # Duration in seconds
var timer: Timer
var tile_pressed_connection: Signal
@ -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 +133,114 @@ 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)
source_container.remove_piece(true)
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

@ -5,5 +5,7 @@ func enter(_previous: String, _data := {}) -> void:
# game.resolveMoveEffects()
if (game.isPlayerTurn()):
game.deckManager.updateCardDurations()
game.updateEffectDurations()
# if (game.isPlayerTurn()):
# game.deckManager.updateCardDurations()
finished.emit(Constants.EVALUATE_POSITION)

View file

@ -2,5 +2,5 @@ extends "res://Systems/StateMachine/ChessGameState.gd"
func enter(_previous: String, _data := {}) -> void:
print("ENTERING STATE ", Constants.PERSISTENT_EFFECTS)
game.updateEffectDurations()
finished.emit(Constants.TILE_EFFECTS)
finished.emit(Constants.TILE_EFFECTS)

72
Systems/Tile.gd Normal file
View file

@ -0,0 +1,72 @@
class_name Tile
extends Resource
enum TileType {
GENERAL, # Affects any unit
SPECIFIC, # Affects specific unit type
GLOBAL # Affects all units of a color while active
}
enum TileOwner {
PLAYER, # White player
ENEMY, # Black player
GAME # Neutral/game-owned
}
var game: ChessGame
var tile_name: String = ""
var description: String = ""
var duration: int = -1 # -1 for permanent tiles
var remaining_turns: int = 0
var tile_owner: TileOwner = TileOwner.GAME
var type: TileType = TileType.GENERAL
var target_piece_type: String = "" # For SPECIFIC type tiles
var base_button: Button # Reference to the tile button
var base_is_white: bool # Original tile color
signal effect_expired
func _init(button: Button, is_white: bool, d: int) -> void:
base_button = button
base_is_white = is_white
remaining_turns = d
func is_effect_active() -> bool:
return duration == -1 || remaining_turns > 0
func update_duration() -> void:
if duration != -1:
remaining_turns -= 1
if remaining_turns <= 0:
effect_expired.emit()
func can_affect_piece(piece: Pawn) -> bool:
match type:
TileType.SPECIFIC:
return piece.name == target_piece_type
TileType.GLOBAL, TileType.GENERAL:
# Check owner alignment
match tile_owner:
TileOwner.PLAYER:
return piece.Item_Color == 1 # White
TileOwner.ENEMY:
return piece.Item_Color == 0 # Black
TileOwner.GAME:
return true
return false
func apply_effect(piece: Pawn = null) -> void:
# Override in child classes
pass
func remove_effect(piece: Pawn = null) -> void:
# Override in child classes
pass
func update_appearance() -> void:
restore_base_appearance()
func restore_base_appearance() -> void:
if base_button:
var style = StyleBoxFlat.new()
style.bg_color = Color(0.8, 0.8, 0.8, 1) if base_is_white else Color(0.2, 0.2, 0.2, 1)
base_button.add_theme_stylebox_override("normal", style)

117
Systems/TileManager.gd Normal file
View file

@ -0,0 +1,117 @@
class_name TileManager
extends Node
var active_tiles: Dictionary = {} # location: Tile
var board_flow: FlowContainer
var game: ChessGame
const DoubleMovementTile = preload("res://Systems/Tiles/DoubleMovement.gd")
const FireWallTile = preload("res://Systems/Tiles/FireWall.gd")
const PawnBoostTile = preload("res://Systems/Tiles/PawnBoost.gd")
func _init(flow: FlowContainer = null, chess_game: ChessGame = null) -> void:
if flow:
initialize(flow)
game = chess_game
func initialize(flow: FlowContainer) -> void:
board_flow = flow
clear_tiles()
func add_tile(location: String, tile: Tile) -> void:
if !board_flow:
push_error("TileManager not initialized with board_flow")
return
var container = board_flow.get_node_or_null(location) as PieceContainer
if !container:
push_error("Container not found at location: " + location)
return
# Remove any existing tile
remove_tile(location)
tile.game = game
# Add new tile
active_tiles[location] = tile
tile.effect_expired.connect(func(): remove_tile(location))
tile.update_appearance()
func remove_tile(location: String) -> void:
if active_tiles.has(location):
var tile = active_tiles[location]
tile.restore_base_appearance()
active_tiles.erase(location)
func get_tile(location: String) -> Tile:
return active_tiles.get(location, null)
func update_tile_durations() -> void:
if active_tiles.is_empty():
return
var expired_locations = []
var locations = active_tiles.keys()
for location in locations:
var tile = active_tiles[location]
tile.update_duration()
if !tile.is_effect_active():
expired_locations.append(location)
for location in expired_locations:
remove_tile(location)
func apply_tile_effects() -> void:
if active_tiles.is_empty():
return
for location in active_tiles:
var tile = active_tiles[location]
var container = board_flow.get_node(location) as PieceContainer
if container && container.has_piece():
var piece = container.get_piece()
if tile.can_affect_piece(piece):
tile.apply_effect(piece)
func clear_tiles() -> void:
var locations = active_tiles.keys()
for location in locations:
remove_tile(location)
# Function to place random game tiles at the start of each match
func place_random_game_tiles(num_tiles: int = 6) -> void:
if !board_flow:
push_error("TileManager not initialized with board_flow")
return
var available_positions = []
for x in range(8):
for y in range(8):
if y > 1 && y < 6: # Don't place on starting rows
available_positions.append(str(x) + "-" + str(y))
available_positions.shuffle()
for i in range(min(num_tiles, available_positions.size())):
var pos = available_positions[i]
var container = board_flow.get_node(pos) as PieceContainer
if !container:
continue
var is_white = (int(pos.split("-")[0]) + int(pos.split("-")[1])) % 2 == 0
# Randomly choose a tile type
var rng = RandomNumberGenerator.new()
rng.randomize()
var tile_type = rng.randi() % 3
var tile: Tile
match tile_type:
0: # DoubleMovementTile tile
tile = FireWallTile.new(container, is_white, 3)
1: # FireWallTile
tile = FireWallTile.new(container, is_white, 3)
2: # PawnBoostTile tile
tile = FireWallTile.new(container, is_white, 3)
add_tile(pos, tile)

View file

@ -0,0 +1,34 @@
class_name DoubleMovementTile
extends Tile
func _init(button: Button, is_white: bool, d: int) -> void:
super._init(button, is_white, d)
tile_name = "Double Movement"
description = "Any unit that starts its turn here gets double movement for 2 turns"
type = TileType.GENERAL
tile_owner = TileOwner.GAME
duration = d # Permanent tile
func apply_effect(piece: Pawn = null) -> void:
print("APPLY DoubleMovementTile")
if piece && is_effect_active():
# Add double movement effect to the piece
var deck_manager = piece.get_parent().get_parent().get_parent().deckManager
var double_time = DoubleTimeCard.new()
double_time.duration = 2
deck_manager.playCard(double_time, piece)
func update_appearance() -> void:
if is_effect_active() && base_button:
var style = StyleBoxFlat.new()
var tile_color = Color(0, 0.8, 0.8) # Cyan for speed
var base_color = Color(0.8, 0.8, 0.8) if base_is_white else Color(0.2, 0.2, 0.2)
style.bg_color = Color(
(base_color.r + tile_color.r) / 2,
(base_color.g + tile_color.g) / 2,
(base_color.b + tile_color.b) / 2
)
base_button.add_theme_stylebox_override("normal", style)
else:
restore_base_appearance()

50
Systems/Tiles/FireWall.gd Normal file
View file

@ -0,0 +1,50 @@
class_name FireWallTile
extends Tile
func _init(button: Button, is_white: bool, d: int, owner: TileOwner = TileOwner.GAME) -> void:
super._init(button, is_white, d)
tile_name = "Fire Wall"
description = "Captures any piece that moves through"
type = TileType.GENERAL
duration = d
tile_owner = owner
func apply_effect(piece: Pawn = null) -> void:
if piece && is_effect_active():
# Only affect enemy pieces based on tile owner
var is_enemy = false
print("--------___CHECKING FIREWALL")
print(tile_owner, " ", piece.Item_Color)
match tile_owner:
TileOwner.PLAYER: # White
print("PLAYER OWNER")
is_enemy = piece.Item_Color == 1 # Black pieces are enemy
TileOwner.ENEMY: # Black
is_enemy = piece.Item_Color == 0 # White pieces are enemy
TileOwner.GAME:
is_enemy = true # Game-owned fire affects all
if is_enemy:
var container = piece.get_parent() as PieceContainer
if container:
game.updatePoints(piece)
container.remove_piece()
func update_appearance() -> void:
if is_effect_active() && base_button:
var style = StyleBoxFlat.new()
var tile_color = Color(1, 0.4, 0) # Default orange-ish color for effects
var base_color = Color(0.8, 0.8, 0.8) if base_is_white else Color(0.2, 0.2, 0.2)
# Blend the tile effect color with the base chess board color
style.bg_color = Color(
(base_color.r + tile_color.r) / 2,
(base_color.g + tile_color.g) / 2,
(base_color.b + tile_color.b) / 2
)
# Apply the style using theme override
base_button.add_theme_stylebox_override("normal", style)
else:
restore_base_appearance()

View file

@ -0,0 +1,33 @@
class_name PawnBoostTile
extends Tile
func _init(button: Button, is_white: bool, d: int) -> void:
super._init(button, is_white, d)
tile_name = "Pawn Boost"
description = "While a Bishop is here, friendly pawns can move 2 spots"
type = TileType.GLOBAL
target_piece_type = "Bishop"
tile_owner = TileOwner.GAME
duration = d
func apply_effect(piece: Pawn = null) -> void:
print("APPLY PawnBoostTile")
if piece && is_effect_active() && piece.name == "Bishop":
# This would be implemented in the pawn movement calculation
pass
func update_appearance() -> void:
if is_effect_active() && base_button:
var style = StyleBoxFlat.new()
var tile_color = Color(0, 0.8, 0) # Green for boost
var base_color = Color(0.8, 0.8, 0.8) if base_is_white else Color(0.2, 0.2, 0.2)
style.bg_color = Color(
(base_color.r + tile_color.r) / 2,
(base_color.g + tile_color.g) / 2,
(base_color.b + tile_color.b) / 2
)
base_button.add_theme_stylebox_override("normal", style)
else:
restore_base_appearance()

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

@ -21,110 +21,111 @@ const EFFECT_TINT_COLOR = Color(0.3, 0.8, 0.3, 0.5) # Green tint for card effec
var id: String = Utils.generate_guid()
func _ready():
modulate = Color.WHITE if Item_Color == 0 else Color.BLACK
modulate = Color.WHITE if Item_Color == 0 else Color.BLACK
func _init() -> void:
self.texture = load("res://addons/Chess/Textures/WPawn.svg")
var background_style = StyleBoxFlat.new()
background_style.bg_color = Color.WHITE
background_style.corner_radius_top_left = 2
background_style.corner_radius_top_right = 2
background_style.corner_radius_bottom_left = 2
background_style.corner_radius_bottom_right = 2
background_style.content_margin_left = 2
background_style.content_margin_right = 2
background_style.content_margin_top = 1
background_style.content_margin_bottom = 1
duration_label = Label.new()
duration_label.add_theme_stylebox_override("normal", background_style)
duration_label.add_theme_color_override("font_color", Color.BLACK)
duration_label.position = Vector2(-20, -20) # Position above the piece
add_child(duration_label)
duration_label.hide()
self.texture = load("res://addons/Chess/Textures/WPawn.svg")
var background_style = StyleBoxFlat.new()
background_style.bg_color = Color.WHITE
background_style.corner_radius_top_left = 2
background_style.corner_radius_top_right = 2
background_style.corner_radius_bottom_left = 2
background_style.corner_radius_bottom_right = 2
background_style.content_margin_left = 2
background_style.content_margin_right = 2
background_style.content_margin_top = 1
background_style.content_margin_bottom = 1
duration_label = Label.new()
duration_label.add_theme_stylebox_override("normal", background_style)
duration_label.add_theme_color_override("font_color", Color.BLACK)
duration_label.position = Vector2(-20, -20) # Position above the piece
add_child(duration_label)
duration_label.hide()
func update_appearance() -> void:
# print("update_appearance")
if !is_instance_valid(get_tree()) || !get_tree().get_root().has_node("Board"):
return
var chess_game = get_tree().get_root().get_node("Board")
if !chess_game.deckManager:
return
var deck_manager = chess_game.deckManager
var has_card = deck_manager.attached_cards.has(get_instance_id())
# print("update_appearance")
if !is_instance_valid(get_tree()) || !get_tree().get_root().has_node("Board"):
return
var chess_game = get_tree().get_root().get_node("Board")
if !chess_game.deckManager:
return
var deck_manager = chess_game.deckManager
var has_card = deck_manager.attached_cards.has(get_instance_id())
if has_card:
# Apply tint while keeping the piece color
var base_color = Color.WHITE if Item_Color == 0 else Color.BLACK
modulate = base_color * EFFECT_TINT_COLOR
# Update duration display
var card = deck_manager.attached_cards[get_instance_id()]
if is_instance_valid(duration_label):
duration_label.text = str(card.remaining_turns)
duration_label.show()
else:
# Reset to normal color
modulate = Color.WHITE if Item_Color == 0 else Color.BLACK
if is_instance_valid(duration_label):
duration_label.hide()
if has_card:
# Apply tint while keeping the piece color
var base_color = Color.WHITE if Item_Color == 0 else Color.BLACK
modulate = base_color * EFFECT_TINT_COLOR
# Update duration display
var card = deck_manager.attached_cards[get_instance_id()]
if is_instance_valid(duration_label):
duration_label.text = str(card.remaining_turns)
duration_label.show()
else:
# Reset to normal color
modulate = Color.WHITE if Item_Color == 0 else Color.BLACK
if is_instance_valid(duration_label):
duration_label.hide()
func on_card_effect_changed() -> void:
update_appearance()
update_appearance()
# Movement interface method that all pieces will implement
# In Pawn.gd
func getValidMoves(board_flow, current_location: String) -> Dictionary:
var moves = {
"regular_moves": [],
"special_moves": []
}
var moves = {
"regular_moves": [],
"special_moves": []
}
var loc = current_location.split("-")
var x = int(loc[0])
var y = int(loc[1])
var loc = current_location.split("-")
var x = int(loc[0])
var y = int(loc[1])
# Movement direction based on color
var direction = -1 if Item_Color == 0 else 1
# Movement direction based on color
var direction = -1 if Item_Color == 0 else 1
# Forward movement
var forward = str(x) + "-" + str(y + direction)
if is_valid_cell(board_flow, forward) && can_move_to_cell(board_flow, forward):
moves.regular_moves.append(forward)
# Double move on first turn
var double_forward = str(x) + "-" + str(y + (direction * 2))
if Double_Start && is_valid_cell(board_flow, double_forward) && can_move_to_cell(board_flow, double_forward):
moves.regular_moves.append(double_forward)
# Forward movement
var forward = str(x) + "-" + str(y + direction)
if is_valid_cell(board_flow, forward) && can_move_to_cell(board_flow, forward):
moves.regular_moves.append(forward)
# Double move on first turn
var double_forward = str(x) + "-" + str(y + (direction * 2))
if Double_Start && is_valid_cell(board_flow, double_forward) && can_move_to_cell(board_flow, double_forward):
moves.regular_moves.append(double_forward)
# Diagonal captures
for dx in [-1, 1]:
var capture = str(x + dx) + "-" + str(y + direction)
if is_valid_cell(board_flow, capture) && can_move_to_cell(board_flow, capture, true):
moves.regular_moves.append(capture)
# En Passant
var adjacent = str(x + dx) + "-" + str(y)
if is_valid_cell(board_flow, adjacent) && is_valid_cell(board_flow, capture):
var adjacent_cell = board_flow.get_node(adjacent)
if adjacent_cell.get_child_count() == 1:
var adjacent_piece = adjacent_cell.get_child(0)
if adjacent_piece.name == "Pawn" && adjacent_piece.En_Passant && adjacent_piece.Item_Color != self.Item_Color:
moves.special_moves.append([adjacent, capture])
# Diagonal captures
for dx in [-1, 1]:
var capture = str(x + dx) + "-" + str(y + direction)
if is_valid_cell(board_flow, capture) && can_move_to_cell(board_flow, capture, true):
moves.regular_moves.append(capture)
# En Passant
var adjacent = str(x + dx) + "-" + str(y)
if is_valid_cell(board_flow, adjacent) && is_valid_cell(board_flow, capture):
var adjacent_cell = board_flow.get_node(adjacent) 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])
return moves
return moves
# Helper method for all pieces
func is_valid_cell(board_flow, location: String) -> bool:
var node = board_flow.get_node_or_null(location)
return node != null
var node = board_flow.get_node_or_null(location)
return node != null
# Helper for checking if cell is empty or contains enemy
func can_move_to_cell(board_flow, location: String, is_capture: bool = false) -> bool:
var node = board_flow.get_node(location)
if is_capture:
return node.get_child_count() == 1 && node.get_child(0).Item_Color != self.Item_Color
return node.get_child_count() == 0
var container = board_flow.get_node(location) as PieceContainer
if is_capture:
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="."]