class_name WallTile extends Tile func _init(button: Button, is_white: bool, d: int, owner: TileOwner = TileOwner.GAME) -> void: super._init(button, is_white, d) tile_name = "Wall" description = "No Peice can pass through, is still jumpable" type = TileType.GENERAL duration = d tile_owner = owner passable = false func apply_effect(_piece: Pawn = null) -> void: return func update_appearance() -> void: if is_effect_active() && base_button: var style = StyleBoxFlat.new() var tile_color = Utils.WALL_CELL var base_color = Utils.LIGHT_CELL if base_is_white else Utils.DARK_CELL # 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()