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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
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