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-rw-r--r--Main.gd324
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diff --git a/Main.gd b/Main.gd
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+extends Node
+
+export (PackedScene) var piece_scene
+export (PackedScene) var movetile_scene
+
+var board = new_board2()
+var board_cell = 128
+const BOARD_WIDTH = 7 # starting at 0..7
+const BOARD_HEIGHT = 7
+
+var movement_layer = false
+var movement_layer_piece = null
+
+var safely_handle_movement = false
+
+var team1 = 1
+var team2 = 2
+
+func _ready():
+ make_player1("green")
+ make_player2("red")
+ print(OS.set_window_size(Vector2(700,700)))
+
+# 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():
+ movement_layer = false
+ movement_layer_piece = null
+ var movement_tiles = get_tree().get_nodes_in_group("tile")
+ for e in movement_tiles:
+ e.queue_free()
+
+func piece_clicked(piece):
+ if movement_layer:
+ print("I was clicked on, but the movement layer is toggled")
+ if movement_layer_piece == click_spot():
+ remove_movement_layer()
+ else:
+ if ! safely_handle_movement:
+ var piece_name = piece.get_piece()
+ print("You clicked on a %s, team %s" % [piece_name, piece.get_team()])
+ var location = click_spot()
+ print("Spot: %s " % location)
+ var pattern = get_move_pattern(piece, location)
+ if can_chess_move(pattern, location):
+ movement_layer = true
+ movement_layer_piece = location
+
+func click_spot():
+ var square = get_viewport().get_mouse_position()
+ square[0] = floor(square[0] / board_cell)
+ square[1] = floor(square[1] / board_cell)
+ return square
+
+func make_player2(color):
+ spawn_piece('rook', color, 0, 0, team2)
+ 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)
+ spawn_piece('bishop', color, 5, 0, team2)
+ spawn_piece('knight', color, 6, 0, team2)
+ spawn_piece('rook', color, 7, 0, team2)
+ for i in BOARD_WIDTH + 1:
+ spawn_piece('pawn', color, i , 1, team2)
+
+func make_player1(color):
+ spawn_piece('rook', color, 0, 7, team1)
+ 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)
+ spawn_piece('bishop', color, 5, 7, team1)
+ spawn_piece('knight', color, 6, 7, team1)
+ spawn_piece('rook', color, 7, 7, team1)
+ for i in BOARD_WIDTH + 1:
+ spawn_piece('pawn', color, i , 6, team1)
+
+func spawn_piece(piece_name, color, x=0, y=0, team=0):
+ var piece = piece_scene.instance()
+ piece.init(piece.piece_map.get(piece_name), piece.piece_color.get(color), team)
+ add_child(piece)
+ piece.connect("clicked", self, "piece_clicked", [piece])
+ board_add_piece(piece, x, y)
+ piece.position = in_square(Vector2(x * board_cell, y * board_cell))
+ return piece
+
+func rand_pos():
+ return Vector2(rand_range(0, get_viewport().size.x),rand_range(0, get_viewport().size.y))
+
+# needs to be Vector2 as that is what object.position takes
+func in_square(vect2):
+ #print(vect2)
+ vect2.x = ceil(vect2.x / board_cell)
+ #print(vect2.x)
+ vect2.x *= board_cell
+ vect2.x += board_cell / 2
+
+ vect2.y = ceil(vect2.y / board_cell)
+ #print(vect2.y)
+ vect2.y *= board_cell
+ vect2.y += board_cell / 2
+
+ #print(vect2)
+ return vect2
+
+func new_board2():
+ # x →
+ # y
+ # ↓
+ # [0][0] = top left, [0][7] = bottom left, [7][0] = top right, [7][7] = bottom right
+ var board = []
+ for i in BOARD_HEIGHT + 1:
+ board.append([])
+ board[i].resize(BOARD_WIDTH + 1)
+ for j in BOARD_WIDTH + 1:
+ board[i][j] = 0
+ return board
+
+func new_board():
+ return [[0,0,0,0,0,0,0,0],
+ [0,0,0,0,0,0,0,0],
+ [0,0,0,0,0,0,0,0],
+ [0,0,0,0,0,0,0,0],
+ [0,0,0,0,0,0,0,0],
+ [0,0,0,0,0,0,0,0],
+ [0,0,0,0,0,0,0,0],
+ [0,0,0,0,0,0,0,0]]
+
+func board_add_piece(piece, x, y):
+ board[x][y] = piece
+
+enum {
+ move_2_up_pawn,
+ move_1_up_pawn,
+ attack_1_nw,
+ attack_1_ne,
+
+ move_2_down_pawn,
+ move_1_down_pawn,
+ attack_1_sw,
+ attack_1_se,
+
+ move_1_up,
+ move_1_down,
+ move_1_left,
+ move_1_right,
+ move_1_nw,
+ move_1_ne,
+ move_1_sw,
+ move_1_se,
+
+ move_up_inf,
+ move_down_inf,
+ move_left_inf,
+ move_right_inf,
+
+ move_nw_inf,
+ move_ne_inf,
+ move_sw_inf,
+ move_se_inf,
+
+ knight,
+}
+
+func get_move_pattern(piece, coords):
+ var piece_name = piece.get_piece()
+ match (piece_name):
+ "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]
+ else:
+ print("This pawn piece has moved and that is hecking brave!")
+ return [attack_1_nw, move_1_up_pawn, attack_1_ne]
+ else:
+ if coords[1] == 1:
+ return [attack_1_sw, move_2_down_pawn, attack_1_se]
+ else:
+ return [attack_1_sw, move_1_down_pawn, attack_1_se]
+ "rook":
+ return [move_up_inf, move_left_inf, move_right_inf, move_down_inf]
+ "knight":
+ return [knight]
+ "bishop":
+ return [move_ne_inf, move_nw_inf, move_sw_inf, move_se_inf]
+ "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]
+ _:
+ print("no pattern for this one")
+
+func can_chess_move(pattern, coords):
+ var can_move = false
+ var curr_team = board[coords[0]][coords[1]].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
+ attack_1_sw:
+ if make_tiles(coords, [-1,1], 1, false, curr_team, true): can_move = true
+ attack_1_se:
+ if make_tiles(coords, [1,1], 1, false, curr_team, true): 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
+ attack_1_nw:
+ if make_tiles(coords, [-1,-1], 1, false, curr_team, true): can_move = true
+ attack_1_ne:
+ if make_tiles(coords, [1,-1], 1, false, curr_team, true): can_move = true
+
+ move_up_inf:
+ if make_tiles(coords, [0,-1], BOARD_HEIGHT, false, curr_team): can_move =true
+ move_down_inf:
+ if make_tiles(coords, [0,1], BOARD_HEIGHT, false, curr_team): can_move = true
+ move_left_inf:
+ 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
+
+ move_ne_inf:
+ if make_tiles(coords, [1,-1], 8, false, curr_team): can_move = true
+ move_nw_inf:
+ if make_tiles(coords, [-1,-1], 8, false, curr_team): can_move = true
+ move_sw_inf:
+ if make_tiles(coords, [-1,1], 8, false, curr_team): can_move = true
+ move_se_inf:
+ if make_tiles(coords, [1,1], 8, false, curr_team): can_move = true
+
+ knight:
+ if make_tiles(coords, [1,2], 1, false, curr_team): can_move = true
+ if make_tiles(coords, [1,-2], 1, false, curr_team): can_move = true
+ if make_tiles(coords, [-1,-2], 1, false, curr_team): can_move = true
+ if make_tiles(coords, [-1,2], 1, false, curr_team): can_move = true
+ if make_tiles(coords, [2,1], 1, false, curr_team): can_move = true
+ if make_tiles(coords, [2,-1], 1, false, curr_team): can_move = true
+ if make_tiles(coords, [-2,-1], 1, false, curr_team): can_move = true
+ if make_tiles(coords, [-2,1], 1, false, curr_team): can_move = true
+
+ move_1_down:
+ if make_tiles(coords, [0,1], 1, false, curr_team): can_move = true
+ move_1_up:
+ if make_tiles(coords, [0,-1], 1, false, curr_team): can_move = true
+ move_1_right:
+ if make_tiles(coords, [1,0], 1, false, curr_team): can_move = true
+ move_1_left:
+ if make_tiles(coords, [-1,0], 1, false, curr_team): can_move = true
+ move_1_ne:
+ if make_tiles(coords, [1,-1], 1, false, curr_team): can_move = true
+ move_1_nw:
+ if make_tiles(coords, [-1,-1], 1, false, curr_team): can_move = true
+ move_1_se:
+ if make_tiles(coords, [1,1], 1, false, curr_team): can_move = true
+ move_1_sw:
+ if make_tiles(coords, [-1,1], 1, false, curr_team): can_move = true
+ return can_move
+
+func movetile_clicked(move_tile):
+ print("Yep, I was clicked")
+ var location = click_spot()
+ var check = board[location[0]][location[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[movement_layer_piece[0]][movement_layer_piece[1]] = 0
+ remove_movement_layer()
+ safely_handle_movement = true
+
+
+func spawn_move_tile(coords):
+ 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)
+
+func make_tiles(coords, pattern, go_range, cant_attack, curr_team, must_attack = false):
+ var x = coords[0]
+ var y = coords[1]
+ var pattern0 = pattern[0]
+ var pattern1 = pattern[1]
+ var a = 0
+ var b = 0
+ var board_size_x = 7 # starting at 0
+ var board_size_y = 7
+
+ var made_tile = false
+
+ for i in range(1,go_range+1):
+ a += pattern0
+ b += pattern1
+ # 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])
+ made_tile = true
+ elif 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])
+ made_tile = true
+ break # rules of chess say pieces cant go past another
+ else:
+ break
+ return made_tile