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-rw-r--r--Main.gd206
1 files changed, 170 insertions, 36 deletions
diff --git a/Main.gd b/Main.gd
index 72cbacb..059e2d3 100644
--- a/Main.gd
+++ b/Main.gd
@@ -11,6 +11,13 @@ const BOARD_HEIGHT = 7
var movement_layer = false
var movement_layer_piece = null
+var en_passant_pawn = null
+var en_passant_wait = 0 # how many times any piece on the board must move before en_passant_pawn gets set to null
+
+var team1_king = null
+var team2_king = null
+
+# hack to prevent 'clicking' on a killed piece
var safely_handle_movement = false
var team1 = 1
@@ -19,11 +26,17 @@ var team2 = 2
func _ready():
make_player1("green")
make_player2("red")
- print(OS.set_window_size(Vector2(700,700)))
+ #spawn_piece('pawn', 'teal', 1, 6, team1)
+ #spawn_piece('pawn', 'orange', 2, 4, team2)
+
+ #team2_king = spawn_piece('king', 'teal', 4, 0, team2)
+ #spawn_piece('rook', 'teal', 7, 0, team2)
+ #spawn_piece('rook', 'teal', 0, 0, team2)
+ OS.set_window_size(Vector2(700,700))
+ OS.set_window_always_on_top(true)
# horrifying discovery: this occurs after the signal capturing functions
func _process(delta):
- # hack to prevent 'clicking' on a killed piece
safely_handle_movement = false
func remove_movement_layer():
@@ -41,9 +54,9 @@ func piece_clicked(piece):
else:
if ! safely_handle_movement:
var piece_name = piece.get_piece()
- print("You clicked on a %s, team %s" % [piece_name, piece.get_team()])
+ #rint("You clicked on a %s, team %s" % [piece_name, piece.get_team()])
var location = click_spot()
- print("Spot: %s " % location)
+ #rint("Spot: %s " % location)
var pattern = get_move_pattern(piece, location)
if can_chess_move(pattern, location):
movement_layer = true
@@ -60,7 +73,7 @@ func make_player2(color):
spawn_piece('knight', color, 1, 0, team2)
spawn_piece('bishop', color, 2, 0, team2)
spawn_piece('queen', color, 3, 0, team2)
- spawn_piece('king', color, 4, 0, team2)
+ team2_king = spawn_piece('king', color, 4, 0, team2)
spawn_piece('bishop', color, 5, 0, team2)
spawn_piece('knight', color, 6, 0, team2)
spawn_piece('rook', color, 7, 0, team2)
@@ -72,7 +85,7 @@ func make_player1(color):
spawn_piece('knight', color, 1, 7, team1)
spawn_piece('bishop', color, 2, 7, team1)
spawn_piece('queen', color, 3, 7, team1)
- spawn_piece('king', color, 4, 7, team1)
+ team1_king = spawn_piece('king', color, 4, 7, team1)
spawn_piece('bishop', color, 5, 7, team1)
spawn_piece('knight', color, 6, 7, team1)
spawn_piece('rook', color, 7, 7, team1)
@@ -93,18 +106,18 @@ func rand_pos():
# needs to be Vector2 as that is what object.position takes
func in_square(vect2):
- #print(vect2)
+ #rint(vect2)
vect2.x = ceil(vect2.x / board_cell)
- #print(vect2.x)
+ #rint(vect2.x)
vect2.x *= board_cell
vect2.x += board_cell / 2
vect2.y = ceil(vect2.y / board_cell)
- #print(vect2.y)
+ #rint(vect2.y)
vect2.y *= board_cell
vect2.y += board_cell / 2
- #print(vect2)
+ #rint(vect2)
return vect2
func new_board2():
@@ -138,11 +151,15 @@ enum {
move_1_up_pawn,
attack_1_nw,
attack_1_ne,
+ en_passent_nw,
+ en_passent_ne,
move_2_down_pawn,
move_1_down_pawn,
attack_1_sw,
attack_1_se,
+ en_passent_sw,
+ en_passent_se,
move_1_up,
move_1_down,
@@ -157,6 +174,7 @@ enum {
move_down_inf,
move_left_inf,
move_right_inf,
+ castling,
move_nw_inf,
move_ne_inf,
@@ -172,16 +190,14 @@ func get_move_pattern(piece, coords):
"pawn":
if piece.get_team() == team1:
if coords[1] == 6:
- print("This pawn piece hasn't moved!")
- return [attack_1_nw, move_2_up_pawn, attack_1_ne]
+ return [attack_1_nw, move_2_up_pawn, attack_1_ne, en_passent_ne, en_passent_nw]
else:
- print("This pawn piece has moved and that is hecking brave!")
- return [attack_1_nw, move_1_up_pawn, attack_1_ne]
+ return [attack_1_nw, move_1_up_pawn, attack_1_ne, en_passent_ne, en_passent_nw]
else:
if coords[1] == 1:
- return [attack_1_sw, move_2_down_pawn, attack_1_se]
+ return [attack_1_sw, move_2_down_pawn, attack_1_se, en_passent_se, en_passent_sw]
else:
- return [attack_1_sw, move_1_down_pawn, attack_1_se]
+ return [attack_1_sw, move_1_down_pawn, attack_1_se, en_passent_se, en_passent_sw]
"rook":
return [move_up_inf, move_left_inf, move_right_inf, move_down_inf]
"knight":
@@ -191,32 +207,54 @@ func get_move_pattern(piece, coords):
"queen":
return [move_up_inf, move_down_inf, move_left_inf, move_right_inf, move_ne_inf, move_nw_inf, move_sw_inf, move_se_inf]
"king":
- return [move_1_down, move_1_left, move_1_right, move_1_up, move_1_ne, move_1_nw, move_1_se, move_1_sw]
+ return [move_1_down, move_1_left, move_1_right, move_1_up, move_1_ne, move_1_nw, move_1_se, move_1_sw, castling]
_:
- print("no pattern for this one")
+ #rint("no pattern for this one")
+ return []
func can_chess_move(pattern, coords):
var can_move = false
- var curr_team = board[coords[0]][coords[1]].get_team()
+ var curr_piece = board[coords[0]][coords[1]]
+ var curr_team = curr_piece.get_team()
for e in pattern:
match (e):
move_1_down_pawn:
if make_tiles(coords, [0,1], 1, true, curr_team): can_move = true
move_2_down_pawn:
- if make_tiles(coords, [0,1], 2, true, curr_team): can_move = true
+ if make_tiles(coords, [0,1], 1, true, curr_team):
+ can_move = true
+ make_tiles(coords, [0,2], 1, true, curr_team, {'tile_is_en_passant': true})
attack_1_sw:
- if make_tiles(coords, [-1,1], 1, false, curr_team, true): can_move = true
+ if make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}): can_move = true
attack_1_se:
- if make_tiles(coords, [1,1], 1, false, curr_team, true): can_move = true
+ if make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}): can_move = true
+ en_passent_sw:
+ var pawn_maybe = board[coords[0]-1][coords[1]]
+ if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
+ if make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
+ en_passent_se:
+ var pawn_maybe = board[coords[0]+1][coords[1]]
+ if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
+ if make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
move_1_up_pawn:
if make_tiles(coords, [0,-1], 1, true, curr_team): can_move = true
move_2_up_pawn:
- if make_tiles(coords, [0,-1], 2, true, curr_team): can_move = true
+ if make_tiles(coords, [0,-1], 1, true, curr_team):
+ can_move = true
+ make_tiles(coords, [0,-2], 1, true, curr_team, {'tile_is_en_passant': true})
attack_1_nw:
- if make_tiles(coords, [-1,-1], 1, false, curr_team, true): can_move = true
+ if make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}): can_move = true
attack_1_ne:
- if make_tiles(coords, [1,-1], 1, false, curr_team, true): can_move = true
+ if make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}): can_move = true
+ en_passent_nw:
+ var pawn_maybe = board[coords[0]-1][coords[1]]
+ if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
+ if make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
+ en_passent_ne:
+ var pawn_maybe = board[coords[0]+1][coords[1]]
+ if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
+ if make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}): can_move = true
move_up_inf:
if make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team): can_move =true
@@ -226,6 +264,38 @@ func can_chess_move(pattern, coords):
if make_tiles(coords, [-1,0], BOARD_WIDTH, false, curr_team): can_move = true
move_right_inf:
if make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team): can_move = true
+ castling:
+ if ! curr_piece.has_moved and ! curr_piece.in_check:
+ var y = coords[1]
+ var king_x = coords[0]
+ var pieces = get_tree().get_nodes_in_group("piece")
+ for ele in pieces:
+ if ele.get_team() == curr_team and ele.get_piece() == "rook" and ! ele.has_moved and position_to_board_cell(ele.position)[1] == y:
+ print(ele)
+ var rook_x = position_to_board_cell(ele.position)[0]
+ # king side
+ if rook_x > king_x:
+ var blocked = false
+ pass
+ var diff = rook_x - king_x
+ for i in range(1, diff):
+ #rint(board[king_x + i][y])
+ if board[king_x + i][y]:
+ blocked = true
+ #rint("There is something at (%s,%s) %s" % [king_x + i,y, board[king_x + i][y].get_piece() ])
+ if ! blocked:
+ if make_tiles(coords, [2,0], 1, false, curr_team, {"castling_rook": ele}): can_move = true
+ else:
+ var blocked = false
+ pass
+ var diff = king_x - rook_x
+ for i in range(1, diff):
+ print(board[rook_x + i][y])
+ if board[rook_x + i][y]:
+ blocked = true
+ #rint("There is something at (%s,%s) %s" % [rook_x + i, y, board[rook_x + i][y].get_piece()])
+ if ! blocked:
+ if make_tiles(coords, [-2,0], 1, false, curr_team, {"castling_rook": ele}): can_move = true
move_ne_inf:
if make_tiles(coords, [1,-1], 8, false, curr_team): can_move = true
@@ -264,31 +334,82 @@ func can_chess_move(pattern, coords):
if make_tiles(coords, [-1,1], 1, false, curr_team): can_move = true
return can_move
+func position_to_board_cell(vect2):
+ var x = floor(vect2.x / board_cell)
+ var y = floor(vect2.y / board_cell)
+ return [x,y]
+
func movetile_clicked(move_tile):
- print("Yep, I was clicked")
+ #rint("Yep, I was clicked")
var location = click_spot()
var check = board[location[0]][location[1]]
+ var curr_piece = board[movement_layer_piece[0]][movement_layer_piece[1]]
if ! check:
pass
else:
check.kill()
- board[location[0]][location[1]] = board[movement_layer_piece[0]][movement_layer_piece[1]]
- board[movement_layer_piece[0]][movement_layer_piece[1]].position = \
- in_square(Vector2(location[0] * board_cell, location[1] * board_cell))
+ board[location[0]][location[1]] = curr_piece
+ if move_tile.en_passant_tile:
+ #rint("toggling en passant able...")
+ en_passant_pawn = curr_piece
+ en_passant_wait = 2 # gets -1 in this script later
+ if move_tile.castling_rook:
+ var rook_location = position_to_board_cell(move_tile.castling_rook.position)
+ # king
+ if 7 == rook_location[0]:
+ move_tile.castling_rook.position = in_square(Vector2(5 * board_cell, rook_location[1] * board_cell))
+ board[5][rook_location[1]] = board[7][rook_location[1]]
+ board[7][rook_location[1]] = 0
+ # queen
+ else:
+ move_tile.castling_rook.position = in_square(Vector2(3 * board_cell, rook_location[1] * board_cell))
+ board[3][rook_location[1]] = board[0][rook_location[1]]
+ board[0][rook_location[1]] = 0
+
+ curr_piece.position = in_square(Vector2(location[0] * board_cell, location[1] * board_cell))
board[movement_layer_piece[0]][movement_layer_piece[1]] = 0
remove_movement_layer()
safely_handle_movement = true
+
+ curr_piece.has_moved = true
+
+ if move_tile.en_passant_kill_tile:
+ kill_en_passant_pawn(location)
+
+ if en_passant_wait >= 1:
+ en_passant_wait -= 1
+ if en_passant_wait == 0:
+ en_passant_pawn = null
+func kill_en_passant_pawn(location):
+ if board[location[0]+1][location[1]] is Object and board[location[0]+1][location[1]] == en_passant_pawn:
+ board[location[0]+1][location[1]] = 0
+ if board[location[0]-1][location[1]] is Object and board[location[0]-1][location[1]] == en_passant_pawn:
+ board[location[0]-1][location[1]] = 0
+ if board[location[0]][location[1]+1] is Object and board[location[0]][location[1]+1] == en_passant_pawn:
+ board[location[0]][location[1]+1] = 0
+ if board[location[0]][location[1]-1] is Object and board[location[0]][location[1]-1] == en_passant_pawn:
+ board[location[0]][location[1]-1] = 0
+ en_passant_pawn.kill()
-func spawn_move_tile(coords):
+func spawn_move_tile(coords, en_passant_tile=false, en_passant_kill_tile=null, castling_rook=null):
var move_tile = movetile_scene.instance()
add_child(move_tile)
move_tile.connect("move_clicked", self, "movetile_clicked", [move_tile])
move_tile.position = in_square(Vector2(coords[0] * board_cell, coords[1] * board_cell))
- print(move_tile.position)
+ if en_passant_tile: move_tile.en_passant_tile = true
+ if en_passant_kill_tile: move_tile.en_passant_kill_tile = true
+ if castling_rook: move_tile.castling_rook = castling_rook
+ #rint(move_tile.position)
-func make_tiles(coords, pattern, go_range, cant_attack, curr_team, must_attack = false):
+func make_tiles(coords, pattern, go_range, cant_attack, curr_team,
+ dict = {
+ "must_attack": false,
+ 'tile_is_en_passant': false,
+ 'en_passant_pawn': null,
+ 'castling_rook': null
+ }):
var x = coords[0]
var y = coords[1]
var pattern0 = pattern[0]
@@ -306,19 +427,32 @@ func make_tiles(coords, pattern, go_range, cant_attack, curr_team, must_attack =
# dont go out of bounds: not bigger than board size but not smaller than 0
if (x + a) <= board_size_x and (y + b) <= board_size_y and (x + a) >= 0 and (y + b) >= 0 :
var check = board[x + a][y + b]
- if ! check and ! must_attack:
- spawn_move_tile([x + a, y + b])
+ if ! check and ! dict.get("must_attack"):
+ spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"), dict.get("castling_rook"))
made_tile = true
- elif must_attack:
+ elif dict.must_attack:
if ! check:
pass
elif check.get_team() != curr_team:
spawn_move_tile([x + a, y + b])
made_tile = true
elif ! cant_attack and check.get_team() != curr_team:
- spawn_move_tile([x + a, y + b])
+ spawn_move_tile([x + a, y + b], dict.tile_is_en_passant, dict.en_passant_pawn)
made_tile = true
break # rules of chess say pieces cant go past another
else:
break
return made_tile
+
+# option (used when we KNOW it is an array)
+# "object" -> sprite object
+# "tile" -> return info about the tile
+func array_piece(coords, option=null):
+ var element = board[coords[0]][coords[1]]
+ #rint(element)
+ if element is Array:
+ if option == "object":
+ return element[0]
+ elif option == "tile":
+ return element[1]
+ return element