@tool extends Sprite2D class_name Pawn @export var Current_X_Position = 0 @export var Current_Y_Position = 0 # Item_Color = 0; White # Item_Color = 1; Black @export var Item_Color = 0 @export var Points = 1 var Temp_Color = 0 var Double_Start = true var En_Passant = false func _ready(): self.texture = load("res://addons/Chess/Textures/WPawn.svg") func _process(_delta): if Item_Color != Temp_Color: Temp_Color = Item_Color if Item_Color == 0: self.texture = load("res://addons/Chess/Textures/WPawn.svg") elif Item_Color == 1: self.texture = load("res://addons/Chess/Textures/BPawn.svg") # 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 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 # 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]) 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 # 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