138 lines
4.5 KiB
GDScript
138 lines
4.5 KiB
GDScript
@tool
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extends Sprite2D
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class_name Pawn
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@export var Current_X_Position = 0
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@export var Current_Y_Position = 0
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# Item_Color = 0; White
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# Item_Color = 1; Black
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@export var Item_Color = 0
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@export var Points = 1
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var attached_card_label: Label
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var duration_label: Label
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var Temp_Color = 0
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var Double_Start = true
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var En_Passant = false
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const BASE_SIZE = Vector2(40, 40)
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const EFFECT_TINT_COLOR = Color(0.3, 0.8, 0.3, 0.5) # Green tint for card effects
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func _ready():
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modulate = Color.WHITE if Item_Color == 0 else Color.BLACK
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func _init() -> void:
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self.texture = load("res://addons/Chess/Textures/WPawn.svg")
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var background_style = StyleBoxFlat.new()
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background_style.bg_color = Color.WHITE
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background_style.corner_radius_top_left = 2
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background_style.corner_radius_top_right = 2
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background_style.corner_radius_bottom_left = 2
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background_style.corner_radius_bottom_right = 2
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background_style.content_margin_left = 2
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background_style.content_margin_right = 2
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background_style.content_margin_top = 1
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background_style.content_margin_bottom = 1
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duration_label = Label.new()
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duration_label.add_theme_stylebox_override("normal", background_style)
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duration_label.add_theme_color_override("font_color", Color.BLACK)
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duration_label.position = Vector2(-20, -20) # Position above the piece
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add_child(duration_label)
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duration_label.hide()
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# func _process(_delta):
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# if Item_Color != Temp_Color:
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# Temp_Color = Item_Color
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# if Item_Color == 0:
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# self.texture = load("res://addons/Chess/Textures/WPawn.svg")
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# elif Item_Color == 1:
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# self.texture = load("res://addons/Chess/Textures/BPawn.svg")
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func update_appearance() -> void:
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print("update_appearance")
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if !is_instance_valid(get_tree()) || !get_tree().get_root().has_node("Board"):
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return
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var chess_game = get_tree().get_root().get_node("Board")
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if !chess_game.deckManager:
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return
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var deck_manager = chess_game.deckManager
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var has_card = deck_manager.attached_cards.has(get_instance_id())
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if has_card:
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# Apply tint while keeping the piece color
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var base_color = Color.WHITE if Item_Color == 0 else Color.BLACK
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modulate = base_color * EFFECT_TINT_COLOR
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# Update duration display
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var card = deck_manager.attached_cards[get_instance_id()]
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if is_instance_valid(duration_label):
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duration_label.text = str(card.remaining_turns)
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duration_label.show()
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else:
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# Reset to normal color
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modulate = Color.WHITE if Item_Color == 0 else Color.BLACK
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if is_instance_valid(duration_label):
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duration_label.hide()
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func on_card_effect_changed() -> void:
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update_appearance()
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# Movement interface method that all pieces will implement
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# In Pawn.gd
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func getValidMoves(board_flow, current_location: String) -> Dictionary:
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var moves = {
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"regular_moves": [],
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"special_moves": []
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}
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var loc = current_location.split("-")
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var x = int(loc[0])
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var y = int(loc[1])
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# Movement direction based on color
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var direction = -1 if Item_Color == 0 else 1
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# Forward movement
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var forward = str(x) + "-" + str(y + direction)
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if is_valid_cell(board_flow, forward) && can_move_to_cell(board_flow, forward):
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moves.regular_moves.append(forward)
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# Double move on first turn
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var double_forward = str(x) + "-" + str(y + (direction * 2))
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if Double_Start && is_valid_cell(board_flow, double_forward) && can_move_to_cell(board_flow, double_forward):
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moves.regular_moves.append(double_forward)
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# Diagonal captures
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for dx in [-1, 1]:
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var capture = str(x + dx) + "-" + str(y + direction)
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if is_valid_cell(board_flow, capture) && can_move_to_cell(board_flow, capture, true):
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moves.regular_moves.append(capture)
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# En Passant
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var adjacent = str(x + dx) + "-" + str(y)
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if is_valid_cell(board_flow, adjacent) && is_valid_cell(board_flow, capture):
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var adjacent_cell = board_flow.get_node(adjacent)
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if adjacent_cell.get_child_count() == 1:
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var adjacent_piece = adjacent_cell.get_child(0)
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if adjacent_piece.name == "Pawn" && adjacent_piece.En_Passant && adjacent_piece.Item_Color != self.Item_Color:
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moves.special_moves.append([adjacent, capture])
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return moves
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# Helper method for all pieces
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func is_valid_cell(board_flow, location: String) -> bool:
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var node = board_flow.get_node_or_null(location)
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return node != null
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# Helper for checking if cell is empty or contains enemy
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func can_move_to_cell(board_flow, location: String, is_capture: bool = false) -> bool:
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var node = board_flow.get_node(location)
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if is_capture:
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return node.get_child_count() == 1 && node.get_child(0).Item_Color != self.Item_Color
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return node.get_child_count() == 0
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