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5d410a02fb
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ff873687f3
| Author | SHA1 | Date | |
|---|---|---|---|
| ff873687f3 | |||
| 2980b3f8ee |
17 changed files with 744 additions and 326 deletions
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@ -1,95 +1,98 @@
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extends Control
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class_name CardDisplay
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class_name CardDisplay extends Control
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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_HEIGHT = 250
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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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container = HBoxContainer.new()
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container.name = "Hand"
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container.set_position(Vector2(10, 500))
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add_child(container)
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# Create the container first
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container = HBoxContainer.new()
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container.name = "Hand"
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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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clear_cards()
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for card in hand:
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add_card_display(card)
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clear_cards()
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for card in hand:
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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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cardPanel.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
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var vbox = VBoxContainer.new()
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vbox.set_meta("card_id", card.id)
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cardPanel.add_child(vbox)
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var nameLabel = Label.new()
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nameLabel.text = card.cardName
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nameLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(nameLabel)
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var rankLabel = Label.new()
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rankLabel.text = "Rank " + str(card.rank)
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rankLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(rankLabel)
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var descLabel = Label.new()
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descLabel.text = card.description
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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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vbox.add_child(descLabel)
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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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var vbox = VBoxContainer.new()
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vbox.set_meta("card_id", card.id)
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cardPanel.add_child(vbox)
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var nameLabel = Label.new()
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nameLabel.text = card.cardName
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nameLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(nameLabel)
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var rankLabel = Label.new()
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rankLabel.text = "Rank " + str(card.rank)
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rankLabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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vbox.add_child(rankLabel)
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var descLabel = Label.new()
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descLabel.text = card.description
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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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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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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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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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cardDisplays.append(cardPanel)
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container.add_child(cardPanel)
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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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container.add_child(cardPanel)
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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 selectedCard == null || selectedCard.id != card.id:
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selectedCard = card
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container.emit_signal("card_pressed", card)
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elif selectedCard.id == card.id:
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selectedCard = null
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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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if event is InputEventMouseButton and event.pressed:
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if selectedCard == null || selectedCard.id != card.id:
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selectedCard = card
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container.emit_signal("card_pressed", card)
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elif selectedCard.id == card.id:
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selectedCard = null
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highlight_selectedCard(selectedCard)
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func highlight_selectedCard(selected: Card) -> void:
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for display in cardDisplays:
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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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var vbox = display.get_child(0)
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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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for display in cardDisplays:
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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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var vbox = display.get_child(0)
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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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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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for display in cardDisplays:
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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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return selectedCard
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return null
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for display in cardDisplays:
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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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return selectedCard
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return null
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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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for display in cardDisplays:
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display.queue_free()
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cardDisplays.clear()
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selectedCard = null
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for display in cardDisplays:
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display.queue_free()
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cardDisplays.clear()
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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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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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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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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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return false
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var current_pos = target_piece.get_parent().name.split("-")
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# Get current container and position
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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_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 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 y = current_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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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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var tile = board_flow.get_node(tile_name)
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if tile.get_child_count() > 0:
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var piece_to_capture = tile.get_child(0)
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var container = board_flow.get_node(tile_name) as PieceContainer
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if container.has_piece():
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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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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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target_piece.reparent(final_tile)
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target_piece.position = Vector2(25, 25)
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# Important: Need to remove the piece from its current container first
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# AND keep a reference to it
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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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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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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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# Process tiles and add overlay
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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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if existing_overlay:
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existing_overlay.queue_free()
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# Handle overlay through container's overlay management
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container.remove_overlay("ExplosiveBootsOverlay")
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var overlay = ColorRect.new()
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overlay.name = "ExplosiveBootsOverlay"
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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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tile.add_child(overlay)
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container.add_overlay(overlay)
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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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var piece = tile.get_child(0)
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if piece.Item_Color != target_piece.Item_Color:
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game_state.updatePoints(piece)
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piece.queue_free()
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# Check for pieces to affect
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var piece = container.get_piece()
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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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container.remove_piece()
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# Setup timer to remove overlays
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var timer = Timer.new()
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@ -1,6 +1,7 @@
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class_name SupernovaCard extends Card
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const CAPTURE_RADIUS = 4
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var valid = false;
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func _init():
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super._init()
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@ -10,14 +11,17 @@ func _init():
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duration = 5
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description = "All enemy units within 4 radius are captured"
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unitWhitelist = ["King"]
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remaining_turns = duration
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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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return false
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attached_piece = target_piece
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if !target_piece or !board_flow or !game_state:
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print(cardName, " missing input param ")
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return false
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setup_persistent_effect(game_state)
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# dont apply on card attachment
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if !valid:
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return true
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# Get king's position
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var king_pos = target_piece.get_parent().name.split("-")
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var king_x = int(king_pos[0])
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@ -48,47 +52,66 @@ func apply_effect(target_piece = null, board_flow = null, game_state = null):
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# Add tile to check list
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tiles_to_check.append(str(target_x) + "-" + str(target_y))
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# Process each tile and capture pieces
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# Process tiles and add overlay
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for tile_name in tiles_to_check:
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var tile = board_flow.get_node("Flow/" + tile_name)
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if tile.get_child_count() > 0:
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var piece = tile.get_child(0)
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if piece.Item_Color != target_piece.Item_Color: # Only capture enemy pieces
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game_state.updatePoints(piece)
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piece.queue_free()
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# Visual feedback
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for tile_name in tiles_to_check:
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var tile = board_flow.get_node("Flow/" + tile_name)
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var style = StyleBoxFlat.new()
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style.bg_color = Color(1, 0, 0, 0.3) # Red tint
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tile.add_theme_stylebox_override("normal", style)
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var container = board_flow.get_node(tile_name) as PieceContainer
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# Remove highlight after delay
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var timer = Timer.new()
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board_flow.add_child(timer)
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timer.wait_time = 0.5
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timer.one_shot = true
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timer.timeout.connect(func():
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tile.remove_theme_stylebox_override("normal")
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timer.queue_free()
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)
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timer.start()
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# Handle overlay through container's overlay management
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container.remove_overlay("SupernovaOverlay")
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var overlay = ColorRect.new()
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overlay.name = "SupernovaOverlay"
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overlay.color = Color(1, 0, 0, 0.3)
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overlay.size = container.size
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overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
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container.add_overlay(overlay)
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overlay.show()
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# Check for pieces to affect
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var piece = container.get_piece()
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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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container.remove_piece()
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# Setup timer to remove overlays
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var timer = Timer.new()
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board_flow.add_child(timer)
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timer.wait_time = 0.5
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timer.one_shot = true
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timer.timeout.connect(func():
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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 overlay = tile.get_node_or_null("SupernovaOverlay")
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if overlay:
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overlay.queue_free()
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timer.queue_free()
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)
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timer.start()
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# game_state.stateMachine.transitionToNextState(Constants.POST_MOVE)
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return true
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func setup_persistent_effect(king, game_state):
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func setup_persistent_effect(game_state):
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# Connect to the turn change signal if not already connected
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if !game_state.is_connected("turn_changed", Callable(self, "on_turn_changed")):
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game_state.connect("turn_changed", Callable(self, "on_turn_changed"))
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func on_turn_changed():
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if attached_piece and remaining_turns > 0:
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# Reapply the effect at the start of each turn
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apply_effect(attached_piece, attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
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remaining_turns -= 1
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if remaining_turns <= 0:
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remove_effect()
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if attached_piece.get_parent().get_parent().owner.isPlayerTurn() and attached_piece and remaining_turns > 0:
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# print(attached_piece.get_parent().get_parent(), attached_piece.get_parent().get_parent().owner)
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var piece = attached_piece
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var flow = attached_piece.get_parent().get_parent()
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var state = attached_piece.get_parent().get_parent().owner
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# print("Debug values:")
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# print("- Piece: ", piece, " is null? ", piece == null)
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# print("- Board Flow: ", flow, " is null? ", flow == null)
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# print("- Game State: ", state, " is null? ", state == null)
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# Now try apply_effect with these values
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valid = true
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apply_effect(piece, flow, state)
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func remove_effect():
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if attached_piece:
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@ -1,5 +1,6 @@
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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 BLACK = "black"
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signal tile_pressed(location: String)
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@ -25,6 +26,7 @@ var Turn: int = 0
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@onready var p1String: RichTextLabel = $Player1Points
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@onready var p2String: RichTextLabel = $Player2Points
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@onready var deckManager: DeckManager
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# @onready var tileManager: TileManager
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@onready var cardDisplay: CardDisplay
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@onready var cardPreview: CardPreview
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@ -44,8 +46,16 @@ var highlightStyle = null
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func _ready() -> void:
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initializeGame()
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stateMachine.transitionToNextState(Constants.WHITE_TURN)
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# initializeTiles()
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# func initializeTiles() -> void:
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# tileManager = TileManager.new(boardContainer, self)
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# add_child(tileManager)
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# tileManager.setup_initial_tiles()
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func get_base_style(is_white: bool) -> StyleBoxFlat:
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return lightStyle if is_white else darkStyle
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func _unhandled_input(event: InputEvent) -> void:
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stateMachine.unhandledInput(event)
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@ -122,7 +132,7 @@ func createBoard() -> void:
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func createTile(x: int, y: int, isWhite: bool) -> void:
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# 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 +219,11 @@ func setupPieces() -> void:
|
|||
|
||||
func placePiece(position: String, pieceName: String, color: int) -> void:
|
||||
var piece = summonPiece(pieceName, color)
|
||||
boardContainer.get_node(position).add_child(piece)
|
||||
# boardContainer.get_node(position).add_child(piece)
|
||||
|
||||
var container = boardContainer.get_node(position)
|
||||
container.set_piece(piece)
|
||||
|
||||
var coords = position.split("-")
|
||||
board[int(coords[1])][int(coords[0])] = piece
|
||||
|
||||
|
|
@ -242,8 +255,8 @@ func summonPiece(pieceName: String, color: int) -> Node:
|
|||
|
||||
func clearBoard() -> void:
|
||||
for child in boardContainer.get_children():
|
||||
if child.get_child_count() > 0:
|
||||
child.get_child(0).queue_free()
|
||||
if child is PieceContainer:
|
||||
child.remove_piece()
|
||||
|
||||
|
||||
# func prepareHand() -> void:
|
||||
|
|
@ -275,8 +288,9 @@ func evaluatePosition() -> Dictionary:
|
|||
return status
|
||||
|
||||
func isValidMove(location: String) -> bool:
|
||||
var node = get_node("Flow/" + location)
|
||||
if node.get_child_count() == 0 || node.get_child(0).Item_Color != Turn:
|
||||
var node = get_node("Flow/" + location) as PieceContainer
|
||||
var piece = node.get_piece()
|
||||
if piece == null || piece.Item_Color != Turn:
|
||||
for area in areas:
|
||||
if area == node.name:
|
||||
return true
|
||||
|
|
@ -306,8 +320,8 @@ func getMovableAreas() -> void:
|
|||
resetHighlights()
|
||||
areas.clear()
|
||||
specialArea.clear()
|
||||
|
||||
var piece = get_node("Flow/" + selectedNode).get_child(0)
|
||||
var container = get_node("Flow/" + selectedNode) as PieceContainer
|
||||
var piece = container.get_piece()
|
||||
var piece_id = piece.get_instance_id()
|
||||
# print("HIGHLIGHTING getMovableAreas 2")
|
||||
if deckManager.attached_cards.has(piece_id):
|
||||
|
|
@ -339,23 +353,26 @@ func highlightValidMoves() -> void:
|
|||
|
||||
func executeMove(targetLocation: String) -> void:
|
||||
print("executeMove ", targetLocation)
|
||||
var targetNode = get_node("Flow/" + targetLocation)
|
||||
var piece = get_node("Flow/" + selectedNode).get_child(0)
|
||||
# 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()
|
||||
|
|
|
|||
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:
|
||||
# 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()
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -33,25 +33,39 @@ func handleMovement(location: String) -> void:
|
|||
# maybe once u start nmoving a peice global stat var is set
|
||||
# and any moving peice needs ot match that
|
||||
print("HANDLING MOVEMENT ", location, " | ", multiMoving, " | ", game.selectedNode)
|
||||
var node = game.get_node("Flow/" + location)
|
||||
var node = game.get_node("Flow/" + location) as PieceContainer
|
||||
|
||||
# Only try to get piece if we have a selected node
|
||||
if game.selectedNode == "":
|
||||
# If no node is selected, we might want to select this one if it has a piece
|
||||
var piece = node.get_piece()
|
||||
if piece != null && piece.Item_Color == game.Turn:
|
||||
game.selectedNode = location
|
||||
game.getMovableAreas()
|
||||
return
|
||||
|
||||
# Now we know we have a selected node, get its piece
|
||||
var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||
var piece = sourceContainer.get_piece()
|
||||
if piece == null:
|
||||
return
|
||||
|
||||
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
||||
var piece_id = piece.get_instance_id()
|
||||
print(piece_id)
|
||||
var is_multi_moving = piece_id in moves_remaining and moves_remaining[piece_id] > 1
|
||||
|
||||
|
||||
|
||||
if multiMoving.length() > 0:
|
||||
|
||||
if node.get_child_count() > 0 and is_instance_valid(node.get_child(0)):
|
||||
var attempting_piece = node.get_child(0)
|
||||
if node.get_piece() != null and is_instance_valid(node.get_piece()):
|
||||
var attempting_piece = node.get_piece()
|
||||
print("Checking Str comp ", str(attempting_piece.get_instance_id()), " ", multiMoving)
|
||||
# Only block if it's a different piece of the same color
|
||||
if str(attempting_piece.get_instance_id()) != multiMoving and attempting_piece.Item_Color == game.Turn:
|
||||
print("early return - can't select different piece of same color during multi-move")
|
||||
return
|
||||
if game.selectedNode == "":
|
||||
if node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn:
|
||||
if node.get_piece() != null && node.get_piece().Item_Color == game.Turn:
|
||||
print("SELECTED NODE ", location)
|
||||
game.selectedNode = location
|
||||
game.getMovableAreas()
|
||||
|
|
@ -95,6 +109,7 @@ func handleMovement(location: String) -> void:
|
|||
else:
|
||||
if game.isValidMove(location):
|
||||
# executeMove(location)
|
||||
|
||||
handleRegularMove(node, consumeMove)
|
||||
if consumeMove:
|
||||
multiMoving = ""
|
||||
|
|
@ -118,99 +133,113 @@ func handleMovement(location: String) -> void:
|
|||
|
||||
|
||||
|
||||
func isCastlingMove(node: Node, location: String) -> bool:
|
||||
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn && node.get_child(0).name == "Rook"
|
||||
func isCastlingMove(node: PieceContainer, location: String) -> bool:
|
||||
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color == game.Turn && node.get_piece().name == "Rook"
|
||||
|
||||
func isEnPassantMove(node: Node, location: String) -> bool:
|
||||
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != game.Turn && \
|
||||
node.get_child(0).name == "Pawn" && game.specialArea.size() != 0 && game.specialArea[0] == node.name && \
|
||||
node.get_child(0).get("En_Passant") == true
|
||||
func isEnPassantMove(node: PieceContainer, location: String) -> bool:
|
||||
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color != game.Turn && \
|
||||
node.get_piece().name == "Pawn" && game.specialArea.size() != 0 && game.specialArea[0] == node.name && \
|
||||
node.get_piece().get("En_Passant") == true
|
||||
|
||||
func isReselectMove(node: Node) -> bool:
|
||||
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color == game.Turn
|
||||
func isReselectMove(node: PieceContainer) -> bool:
|
||||
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color == game.Turn
|
||||
|
||||
func isCaptureMove(node: Node) -> bool:
|
||||
return game.selectedNode != "" && node.get_child_count() != 0 && node.get_child(0).Item_Color != game.Turn
|
||||
func isCaptureMove(node: PieceContainer) -> bool:
|
||||
return game.selectedNode != "" && node.get_piece() != null && node.get_piece().Item_Color != game.Turn
|
||||
|
||||
func isRegularMove(node: Node) -> bool:
|
||||
return game.selectedNode != "" && node.get_child_count() == 0
|
||||
func isRegularMove(node: PieceContainer) -> bool:
|
||||
return game.selectedNode != "" && node.get_piece() != null
|
||||
|
||||
func handleCastling(node: Node) -> void:
|
||||
func handleCastling(node: PieceContainer) -> void:
|
||||
print("handleCastling")
|
||||
for i in game.areas:
|
||||
if i == node.name:
|
||||
var king = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
||||
var rook = node.get_child(0)
|
||||
king.reparent(game.get_node("Flow/" + game.specialArea[1]))
|
||||
rook.reparent(game.get_node("Flow/" + game.specialArea[0]))
|
||||
king.position = Vector2(25, 25)
|
||||
rook.position = Vector2(25, 25)
|
||||
var kingContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||
var rookContainer = node as PieceContainer
|
||||
var kingTargetContainer = game.get_node("Flow/" + game.specialArea[1]) as PieceContainer
|
||||
var rookTargetContainer = game.get_node("Flow/" + game.specialArea[0]) as PieceContainer
|
||||
|
||||
var king = kingContainer.get_piece()
|
||||
var rook = rookContainer.get_piece()
|
||||
|
||||
kingContainer.remove_piece(true)
|
||||
rookContainer.remove_piece(true)
|
||||
kingTargetContainer.set_piece(king)
|
||||
rookTargetContainer.set_piece(rook)
|
||||
|
||||
game.currentlyMovingPiece = king
|
||||
game.resolveMoveEffects()
|
||||
|
||||
func handleEnPassant(node: Node) -> void:
|
||||
func handleEnPassant(node: PieceContainer) -> void:
|
||||
print("handleEnPassant")
|
||||
for i in game.specialArea:
|
||||
if i == node.name:
|
||||
var pawn = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
||||
node.get_child(0).free()
|
||||
pawn.reparent(game.get_node("Flow/" + game.specialArea[1]))
|
||||
pawn.position = Vector2(25, 25)
|
||||
var targetContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||
var pawn = (game.get_node("Flow/" + game.selectedNode) as PieceContainer).get_piece()
|
||||
node.remove_piece()
|
||||
targetContainer.set_piece(pawn)
|
||||
game.currentlyMovingPiece = pawn
|
||||
game.resolveMoveEffects()
|
||||
|
||||
func handleCapture(node: Node) -> void:
|
||||
func handleCapture(node: PieceContainer) -> void:
|
||||
print("handleCapture")
|
||||
for i in game.areas:
|
||||
if i == node.name:
|
||||
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
||||
var capturedPiece = node.get_child(0)
|
||||
|
||||
|
||||
piece.reparent(node)
|
||||
piece.position = Vector2(25, 25)
|
||||
piece.position = Vector2(25, 25)
|
||||
game.currentlyMovingPiece = piece
|
||||
game.resolveMoveEffects()
|
||||
game.updatePoints(capturedPiece)
|
||||
capturedPiece.free()
|
||||
|
||||
func handleRegularMove(node: Node, consume: bool) -> void:
|
||||
print("handleRegularMove", node)
|
||||
var source_container = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||
|
||||
|
||||
var moving_piece = source_container.get_piece()
|
||||
var captured_piece = node.get_piece()
|
||||
|
||||
if moving_piece && captured_piece:
|
||||
game.updatePoints(captured_piece)
|
||||
node.set_piece(moving_piece)
|
||||
game.currentlyMovingPiece = moving_piece
|
||||
game.resolveMoveEffects()
|
||||
|
||||
func handleRegularMove(node: PieceContainer, consume: bool) -> void:
|
||||
print("handleRegularMove", node, game.selectedNode)
|
||||
for i in game.areas:
|
||||
if i == node.name:
|
||||
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
||||
piece.reparent(node)
|
||||
piece.position = Vector2(25, 25)
|
||||
print(i)
|
||||
var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||
var piece = sourceContainer.get_piece()
|
||||
print("Removing Piece 1")
|
||||
sourceContainer.remove_piece(true)
|
||||
node.set_piece(piece)
|
||||
|
||||
game.currentlyMovingPiece = piece
|
||||
if consume:
|
||||
game.currentlyMovingPiece = piece
|
||||
game.resolveMoveEffects()
|
||||
else:
|
||||
game.currentlyMovingPiece = piece
|
||||
game.togglePieceChessEffect();
|
||||
game.togglePieceChessEffect()
|
||||
|
||||
|
||||
|
||||
|
||||
func executeMove(targetLocation: String) -> void:
|
||||
print("executeMove ", targetLocation)
|
||||
var targetNode = game.get_node("Flow/" + game.targetLocation)
|
||||
var piece = game.get_node("Flow/" + game.selectedNode).get_child(0)
|
||||
# print("piece", piece)
|
||||
var targetContainer = game.get_node("Flow/" + targetLocation) as PieceContainer
|
||||
var sourceContainer = game.get_node("Flow/" + game.selectedNode) as PieceContainer
|
||||
var piece = sourceContainer.get_piece()
|
||||
|
||||
if targetNode.get_child_count() != 0:
|
||||
var capturedPiece = targetNode.get_child(0)
|
||||
# Handle capture if there's a piece in the target location
|
||||
if targetContainer.has_piece():
|
||||
var capturedPiece = targetContainer.get_piece()
|
||||
if game.Turn == 0:
|
||||
game.p1Points += capturedPiece.Points
|
||||
game.p1String.text = str(game.p1Points)
|
||||
else:
|
||||
game.p2Points += capturedPiece.Points
|
||||
game.p2String.text = str(game.p2Points)
|
||||
capturedPiece.free()
|
||||
targetContainer.remove_piece() # This will handle freeing the captured piece
|
||||
|
||||
piece.reparent(targetNode)
|
||||
piece.position = Vector2(25, 25)
|
||||
# print("piece2", piece)
|
||||
# Move piece to new location
|
||||
sourceContainer.remove_piece(true)
|
||||
targetContainer.set_piece(piece)
|
||||
|
||||
game.hasMoved = true
|
||||
game.currentlyMovingPiece = piece
|
||||
game.resetHighlights()
|
||||
|
|
|
|||
99
Systems/Tile.gd
Normal file
99
Systems/Tile.gd
Normal file
|
|
@ -0,0 +1,99 @@
|
|||
@tool
|
||||
class_name Tile
|
||||
|
||||
enum TileType {
|
||||
GENERAL, # Effects apply to any piece
|
||||
SPECIFIC, # Effects apply to specific pieces
|
||||
GLOBAL # Effects apply globally while conditions are met
|
||||
}
|
||||
|
||||
enum TileOwner {
|
||||
PLAYER, # White player's tiles
|
||||
ENEMY, # Black player's tiles
|
||||
GAME # Neutral game tiles
|
||||
}
|
||||
|
||||
const TILE_COLORS = {
|
||||
TileOwner.PLAYER: Color(0.2, 0.8, 0.2, 0.5),
|
||||
TileOwner.ENEMY: Color(0.8, 0.2, 0.2, 0.5),
|
||||
TileOwner.GAME: Color(0.2, 0.2, 0.8, 0.5)
|
||||
}
|
||||
|
||||
var type: TileType
|
||||
var tile_owner: TileOwner
|
||||
var duration: int = -1 # -1 for permanent effects
|
||||
var remaining_turns: int
|
||||
var occupied_by: Pawn = null
|
||||
var active: bool = false
|
||||
var tile_name: String
|
||||
var description: String
|
||||
var id: String = Utils.generate_guid()
|
||||
var base_button: Button # Reference to the board square button
|
||||
var base_is_white: bool # Original color of the square
|
||||
|
||||
func _init(button: Button, is_white: bool) -> void:
|
||||
base_button = button
|
||||
base_is_white = is_white
|
||||
|
||||
func initialize(tile_type: TileType, owner_type: TileOwner, turns: int = -1) -> void:
|
||||
print("initi Tile")
|
||||
type = tile_type
|
||||
tile_owner = owner_type
|
||||
duration = turns
|
||||
remaining_turns = duration
|
||||
update_appearance()
|
||||
|
||||
func update_appearance() -> void:
|
||||
if is_effect_active() && base_button:
|
||||
var style = StyleBoxFlat.new()
|
||||
var tile_color = TILE_COLORS[tile_owner]
|
||||
|
||||
# Mix the tile color with the base square color
|
||||
var base_color = Color(0.8, 0.8, 0.8) if base_is_white else Color(0.2, 0.2, 0.2)
|
||||
var mixed_color = Color(
|
||||
(base_color.r + tile_color.r) / 2,
|
||||
(base_color.g + tile_color.g) / 2,
|
||||
(base_color.b + tile_color.b) / 2
|
||||
)
|
||||
|
||||
style.bg_color = mixed_color
|
||||
style.border_width_left = 2
|
||||
style.border_width_right = 2
|
||||
style.border_width_top = 2
|
||||
style.border_width_bottom = 2
|
||||
style.border_color = tile_color
|
||||
|
||||
base_button.add_theme_stylebox_override("normal", style)
|
||||
|
||||
# Add hover style
|
||||
var hover_style = style.duplicate()
|
||||
hover_style.bg_color = tile_color.lightened(0.2)
|
||||
base_button.add_theme_stylebox_override("hover", hover_style)
|
||||
else:
|
||||
restore_base_appearance()
|
||||
|
||||
func restore_base_appearance() -> void:
|
||||
if base_button:
|
||||
var board = base_button.get_parent()
|
||||
if board && board.has_method("get_base_style"):
|
||||
var base_style = board.get_base_style(base_is_white)
|
||||
base_button.add_theme_stylebox_override("normal", base_style)
|
||||
base_button.add_theme_stylebox_override("hover", base_style)
|
||||
|
||||
func is_effect_active() -> bool:
|
||||
return active && (duration == -1 || remaining_turns > 0)
|
||||
|
||||
func update_duration() -> bool:
|
||||
if duration > 0:
|
||||
remaining_turns -= 1
|
||||
if remaining_turns <= 0:
|
||||
restore_base_appearance()
|
||||
return true # Tile should be removed
|
||||
return false
|
||||
|
||||
# Virtual methods to be overridden by specific tile effects
|
||||
func apply_effect(piece: Pawn, board_flow = null, game_state = null) -> void:
|
||||
pass
|
||||
|
||||
func remove_effect(piece: Pawn, board_flow = null, game_state = null) -> void:
|
||||
pass
|
||||
93
Systems/TileManager.gd
Normal file
93
Systems/TileManager.gd
Normal file
|
|
@ -0,0 +1,93 @@
|
|||
extends Node
|
||||
class_name TileManager
|
||||
const INITIAL_GAME_TILES = 3 # Number of neutral tiles to place at game start
|
||||
|
||||
var active_tiles: Dictionary = {} # location -> Tile
|
||||
var game_board: Node # Reference to the game board
|
||||
var game_state: Node # Reference to the game state
|
||||
|
||||
const DoubleMovementTile = preload("res://Systems/Tiles/DoubleMovement.gd")
|
||||
const FireWallTile = preload("res://Systems/Tiles/FireWall.gd")
|
||||
const PawnBoostTile = preload("res://Systems/Tiles/PawnBoost.gd")
|
||||
|
||||
# Available tile classes
|
||||
const TILE_TYPES = {
|
||||
"double_movement": DoubleMovementTile,
|
||||
"fire_wall": FireWallTile,
|
||||
"pawn_boost": PawnBoostTile
|
||||
}
|
||||
|
||||
func _init(board: Node, state: Node = null) -> void:
|
||||
game_board = board
|
||||
game_state = state
|
||||
|
||||
func setup_initial_tiles() -> void:
|
||||
var available_positions = ["4-4", "4-6", "2-4"]
|
||||
# get_available_positions()
|
||||
available_positions.shuffle()
|
||||
|
||||
for i in range(min(INITIAL_GAME_TILES, available_positions.size())):
|
||||
var pos = available_positions[i]
|
||||
var tile_type = TILE_TYPES.keys()[randi() % TILE_TYPES.size()]
|
||||
create_tile(pos, tile_type, Tile.TileOwner.GAME)
|
||||
|
||||
func create_tile(location: String, tile_type: String, tile_owner: int, duration: int = -1) -> Tile:
|
||||
print("CREATING TILES", location)
|
||||
if location in active_tiles:
|
||||
print("In Active tiles ", location)
|
||||
var old_tile = active_tiles[location]
|
||||
old_tile.restore_base_appearance()
|
||||
active_tiles.erase(location)
|
||||
|
||||
if !TILE_TYPES.has(tile_type):
|
||||
push_error("Invalid tile type: " + tile_type)
|
||||
return null
|
||||
|
||||
var board_button = game_board.get_node(location)
|
||||
if !board_button:
|
||||
print("no Board Btn present ", location)
|
||||
return null
|
||||
|
||||
# Determine if it's a white square based on coordinates
|
||||
var coords = location.split("-")
|
||||
var is_white_square = (int(coords[0]) + int(coords[1])) % 2 == 0
|
||||
|
||||
var tile = TILE_TYPES[tile_type].new(board_button, is_white_square)
|
||||
print("Tile: ", tile)
|
||||
tile.initialize(tile.type, tile_owner, duration)
|
||||
|
||||
active_tiles[location] = tile
|
||||
return tile
|
||||
|
||||
func create_fire_wall(start_pos: String, affected_positions: Array) -> void:
|
||||
for pos in affected_positions:
|
||||
create_tile(pos, "fire_wall", Tile.TileOwner.PLAYER, 3)
|
||||
|
||||
func get_available_positions() -> Array:
|
||||
var positions = []
|
||||
# Skip edge tiles and starting rows
|
||||
for x in range(1, 7):
|
||||
for y in range(2, 6):
|
||||
var pos = str(x) + "-" + str(y)
|
||||
if !active_tiles.has(pos):
|
||||
positions.append(pos)
|
||||
return positions
|
||||
|
||||
func update_tiles() -> void:
|
||||
var expired_tiles = []
|
||||
for location in active_tiles:
|
||||
var tile = active_tiles[location]
|
||||
if tile.update_duration():
|
||||
expired_tiles.append(location)
|
||||
|
||||
for location in expired_tiles:
|
||||
active_tiles.erase(location)
|
||||
|
||||
func get_tile_at(location: String) -> Tile:
|
||||
return active_tiles.get(location)
|
||||
|
||||
func clear_tiles() -> void:
|
||||
for location in active_tiles:
|
||||
var tile = active_tiles[location]
|
||||
tile.restore_base_appearance()
|
||||
active_tiles.clear()
|
||||
39
Systems/Tiles/DoubleMovement.gd
Normal file
39
Systems/Tiles/DoubleMovement.gd
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
class_name DoubleMovementTile
|
||||
extends Tile
|
||||
|
||||
func _init(button: Button, is_white: bool) -> void:
|
||||
super._init(button, is_white)
|
||||
tile_name = "Double Movement"
|
||||
description = "Double movement for 3 turns"
|
||||
type = TileType.GENERAL
|
||||
|
||||
func update_appearance() -> void:
|
||||
print("TILE UPDATE APPR");
|
||||
if true && base_button:
|
||||
var style = StyleBoxFlat.new()
|
||||
var tile_color = TILE_COLORS[tile_owner]
|
||||
var base_color = Color(0.8, 0.8, 0.8) if base_is_white else Color(0.2, 0.2, 0.2)
|
||||
|
||||
# Brighten the color slightly for double movement
|
||||
tile_color = tile_color.lightened(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
|
||||
)
|
||||
|
||||
# Add distinctive border pattern
|
||||
style.border_width_left = 4
|
||||
style.border_width_right = 4
|
||||
style.border_width_top = 4
|
||||
style.border_width_bottom = 4
|
||||
style.border_color = tile_color
|
||||
|
||||
base_button.add_theme_stylebox_override("normal", style)
|
||||
|
||||
var hover_style = style.duplicate()
|
||||
hover_style.bg_color = tile_color.lightened(0.2)
|
||||
base_button.add_theme_stylebox_override("hover", hover_style)
|
||||
else:
|
||||
restore_base_appearance()
|
||||
34
Systems/Tiles/FireWall.gd
Normal file
34
Systems/Tiles/FireWall.gd
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
class_name FireWallTile
|
||||
extends Tile
|
||||
func _init(button: Button, is_white: bool) -> void:
|
||||
super._init(button, is_white)
|
||||
tile_name = "Fire Wall"
|
||||
description = "Captures any piece that moves through"
|
||||
type = TileType.GENERAL
|
||||
|
||||
func update_appearance() -> void:
|
||||
if is_effect_active() && base_button:
|
||||
var style = StyleBoxFlat.new()
|
||||
var tile_color = Color(1, 0.4, 0) # Orange for fire
|
||||
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
|
||||
)
|
||||
|
||||
# Thick border for danger
|
||||
style.border_width_left = 5
|
||||
style.border_width_right = 5
|
||||
style.border_width_top = 5
|
||||
style.border_width_bottom = 5
|
||||
style.border_color = tile_color
|
||||
|
||||
base_button.add_theme_stylebox_override("normal", style)
|
||||
|
||||
var hover_style = style.duplicate()
|
||||
hover_style.bg_color = tile_color.lightened(0.2)
|
||||
base_button.add_theme_stylebox_override("hover", hover_style)
|
||||
else:
|
||||
restore_base_appearance()
|
||||
35
Systems/Tiles/PawnBoost.gd
Normal file
35
Systems/Tiles/PawnBoost.gd
Normal file
|
|
@ -0,0 +1,35 @@
|
|||
class_name PawnBoostTile
|
||||
extends Tile
|
||||
|
||||
func _init(button: Button, is_white: bool) -> void:
|
||||
super._init(button, is_white)
|
||||
tile_name = "Fire Wall"
|
||||
description = "Captures any piece that moves through"
|
||||
type = TileType.GENERAL
|
||||
|
||||
func update_appearance() -> void:
|
||||
if is_effect_active() && base_button:
|
||||
var style = StyleBoxFlat.new()
|
||||
var tile_color = Color(1, 0.4, 0) # Orange for fire
|
||||
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
|
||||
)
|
||||
|
||||
# Thick border for danger
|
||||
style.border_width_left = 5
|
||||
style.border_width_right = 5
|
||||
style.border_width_top = 5
|
||||
style.border_width_bottom = 5
|
||||
style.border_color = tile_color
|
||||
|
||||
base_button.add_theme_stylebox_override("normal", style)
|
||||
|
||||
var hover_style = style.duplicate()
|
||||
hover_style.bg_color = tile_color.lightened(0.2)
|
||||
base_button.add_theme_stylebox_override("hover", hover_style)
|
||||
else:
|
||||
restore_base_appearance()
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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()
|
||||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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="."]
|
||||
|
|
|
|||
Loading…
Reference in a new issue