Movement for pawns
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@ -8,9 +8,26 @@
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config_version=4
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_global_script_classes=[ ]
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_global_script_classes=[ {
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"base": "Container",
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"class": "Game",
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"language": "GDScript",
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"path": "res://src/Game.gd"
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}, {
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"base": "Area2D",
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"class": "Piece",
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"language": "GDScript",
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"path": "res://src/Piece.gd"
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}, {
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"base": "Node2D",
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"class": "Square",
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"language": "GDScript",
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"path": "res://src/Square.gd"
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} ]
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_global_script_class_icons={
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"Game": "",
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"Piece": "",
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"Square": ""
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}
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[application]
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184
src/Game.gd
184
src/Game.gd
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@ -1,5 +1,5 @@
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extends Container
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class_name Game
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# Declare member variables here. Examples:
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# var a = 2
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@ -8,10 +8,15 @@ extends Container
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var pf_scale
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var turn = 1
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var is_player_turn = true
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# Index: weakref to piece
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var pieces = {}
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var selected_piece = null
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# Holds Vector2(x, y) => { piece, }
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var board_squares = {}
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var height
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var width
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var landing_piece = null
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var landing_pos = null
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const piece_types = {
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"pawn": "res://src/pieces/Pawn.tscn",
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"rook": "res://src/pieces/Rook.tscn",
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@ -38,25 +43,115 @@ func new_piece(piece_type, group, position = null):
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piece.add_to_group(group)
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if group == "opponent":
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piece.get_node("Body").set_modulate(
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Color(0.75, 0.1, 0.1, 1.0)
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Color(0.8, 0.01, 0.01, 1.0)
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)
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pf.add_child(piece)
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print("Created piece", piece_type, " at ", position, " for group ", group)
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piece.connect("click", self, "_on_piece_click")
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piece.connect("hold_start", self, "_on_piece_click")
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piece.connect("hold_stop", self, "_on_hold_stop")
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#print("Created piece ", piece, " of type ", piece_type, " at ", position, " for group ", group)
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return piece
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func pos_to_index(position):
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return (position.y * self.height) + position.x
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func _on_hold_stop(piece, event):
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_on_piece_click(piece, null)
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# Try to land the piece on the next physics frame so we
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# can use raycasts
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self.landing_piece = piece
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self.landing_pos = event.position
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func get_valid_piece_moves(piece):
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var square = square_of_piece(piece)
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var possible_moves = piece.get_possible_moves(Vector2(square.x, square.y))
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# @TODO Filter based on game state
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var moves = []
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for m in possible_moves:
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var target_square = self.board_squares[m['pos']]
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if target_square['piece']:
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# something here
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if pieces_hostile(piece, target_square['piece']):
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if not m['attack']:
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print("Move to ", m['pos'], " is not valid due to not being an attack move")
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else:
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moves.append(m)
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else:
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print("Move to ", m['pos'], " is not valid due to same-team piece is spot")
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else:
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# empty
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if not m['attack_only']:
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moves.append(m)
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else:
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print("Move to ", m['pos'], " is not valid due to missing target")
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return moves
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func pieces_hostile(p1, p2):
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var p1_player = p1.is_in_group("player")
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var p2_player = p2.is_in_group("player")
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if p1_player == p2_player:
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return false
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return true
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func _on_piece_click(piece, event):
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if self.selected_piece != null:
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# deselect
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var p = self.selected_piece
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if p.is_in_group("player"):
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p.get_node("Body").set_modulate(Color(1, 1, 1, 1))
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else:
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p.get_node("Body").set_modulate(Color(0.8, .01, .01, 1))
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var moves = get_valid_piece_moves(p)
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clear_square_hilights_for_moves(moves)
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if self.selected_piece == piece:
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self.selected_piece = null
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return
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if piece == null:
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self.selected_piece = null
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return
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print("Selected piece: ", piece)
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if piece.is_in_group("player"):
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piece.get_node("Body").set_modulate(Color(0, 1, 0, 1))
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else:
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piece.get_node("Body").set_modulate(Color(1.0, 0, 0, 1))
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self.selected_piece = piece
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var square = square_of_piece(piece)
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var moves = get_valid_piece_moves(piece)
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set_square_hilights_for_moves(moves)
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func clear_square_hilights_for_moves(moves):
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var pf = get_node("/root/Game/MarginContainer/Playfield")
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for m in moves:
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if pf.squares.has(m["pos"]):
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var edge = pf.squares[m["pos"]].get_ref().get_node("Body")
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edge.set_modulate(Color(1, 1, 1, 1.0))
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func set_square_hilights_for_moves(moves):
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var pf = get_node("/root/Game/MarginContainer/Playfield")
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for m in moves:
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if pf.squares.has(m["pos"]):
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var edge = pf.squares[m["pos"]].get_ref().get_node("Body")
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if not m["attack"]:
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edge.set_modulate(Color(0, 1, 0, 1))
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else:
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edge.set_modulate(Color(1, 0, 0, 1))
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static func position_in_playfield(x, y, width, height):
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return x >= 0 and x < width and y >= 0 and y < height
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func square_of_piece(piece):
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for k in self.board_squares.keys():
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if self.board_squares[k]["piece"] == piece:
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return self.board_squares[k]
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return null
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func set_piece_position(piece, position, destroy = false):
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var idx = pos_to_index(position)
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if self.pieces.has(idx):
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var square = self.board_squares[position]
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if square["piece"] != null:
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if destroy:
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if self.pieces[idx].get_ref():
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self.pieces[idx].get_ref().queue_free()
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square["piece"].queue_free()
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square["piece"] = null
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else:
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print("Warning, piece collision dur set_piece_position at ", position)
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print("Warning, piece collision during set_piece_position at ", position)
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return false
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self.pieces[idx] = weakref(piece)
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square["piece"] = piece
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return true
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# Called when the node enters the scene tree for the first time.
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for p in get_tree().get_nodes_in_group("pieces"):
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p.queue_free()
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self.board_squares = {}
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var x = 0;
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var y = 0;
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while x < self.width:
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y = 0
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while y < self.height:
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self.board_squares[Vector2(x, y)] = {
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"x": x,
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"y": y,
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"piece": null
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}
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y += 1
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x += 1
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# Create starting pieces
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# 8 pawns per side, starting at col 0 + (width-8)/2
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# on rows 2, height - 2
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@ -98,7 +206,7 @@ func reset_game_state():
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var y_player = self.height - 2
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var i = 0
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while i < 8:
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var x = start_x + i
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x = start_x + i
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new_piece("pawn", "player", Vector2(x, y_player))
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new_piece("pawn", "opponent", Vector2(x, y_opponent))
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i += 1
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@ -122,3 +230,51 @@ func reset_game_state():
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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func _physics_process(delta):
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if self.landing_piece != null:
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var piece = self.landing_piece
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var square = square_of_piece(piece)
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var moves = get_valid_piece_moves(piece)
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# Try Land the piece
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var matches = get_world_2d().direct_space_state.intersect_point(
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self.landing_pos, 32, [], 2147483647, true, true)
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var s = null
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for m in matches:
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if m["collider"].get_parent() is Square:
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print(m["collider"].get_parent())
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s = m["collider"].get_parent()
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if s == null:
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# No valid position, we'll return the piece to where it should be
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piece.set_position(Vector2(
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square["x"] * 128, square["y"] * 128
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))
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else:
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var pf = get_node("/root/Game/MarginContainer/Playfield")
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var dest = null
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for k in pf.squares.keys():
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if pf.squares[k].get_ref() == s:
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dest = k
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if dest != null:
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print(dest)
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var dest_valid = false;
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for m in moves:
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if m['pos'] == dest:
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dest_valid = true
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if dest_valid:
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var dest_square = self.board_squares[dest]
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if dest_square['piece'] != null:
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# @TODO If the target doesn't die, we need to bounce back
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dest_square['piece'].queue_free()
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square['piece'] = null
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dest_square['piece'] = piece
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piece.set_position(Vector2(dest_square['x']*128, dest_square['y']*128))
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piece.at_spawn = false
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else:
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# invalid destination bounce back
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piece.set_position(Vector2(square['x']*128, square['y']*128))
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else:
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piece.set_position(Vector2(square['x']*128, square['y']*128))
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self.landing_piece = null
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size_flags_vertical = 2
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[node name="Playfield" parent="MarginContainer" instance=ExtResource( 2 )]
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[node name="TopBar" type="VBoxContainer" parent="."]
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margin_left = 256.0
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margin_right = 1024.0
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margin_bottom = 128.0
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[node name="Top" type="CenterContainer" parent="TopBar"]
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margin_right = 768.0
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margin_bottom = 64.0
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rect_min_size = Vector2( 0, 64 )
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[node name="HBoxContainer" type="HBoxContainer" parent="TopBar/Top"]
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margin_left = 364.0
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margin_top = 25.0
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margin_right = 404.0
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margin_bottom = 39.0
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[node name="TurnLabel" type="Label" parent="TopBar/Top/HBoxContainer"]
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margin_right = 28.0
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margin_bottom = 14.0
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text = "Turn"
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[node name="Turn" type="Label" parent="TopBar/Top/HBoxContainer"]
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margin_left = 32.0
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margin_right = 40.0
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margin_bottom = 14.0
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text = "0"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Bottom" type="CenterContainer" parent="TopBar"]
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margin_top = 68.0
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margin_right = 768.0
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margin_bottom = 132.0
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rect_min_size = Vector2( 0, 64 )
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[node name="Instruction" type="Label" parent="TopBar/Bottom"]
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margin_left = 344.0
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margin_right = 424.0
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margin_bottom = 64.0
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rect_min_size = Vector2( 0, 64 )
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text = "Do a thing"
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valign = 1
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uppercase = true
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82
src/Piece.gd
82
src/Piece.gd
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@ -1,23 +1,95 @@
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extends Node2D
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extends Area2D
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class_name Piece
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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signal hold_start(piece, event)
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signal hold_stop(piece, event)
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signal click(piece, event)
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# Each piece should belong to a group - player or opponent
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#
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var health = 1
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var damage = 1
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var speed = 8
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var jump = false
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var abilities = []
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var kills = 0
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var at_spawn = true
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const CLICK_THRESHOLD = 0.15 # seconds
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var last_click = null
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var hold_started = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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pass
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func get_possible_moves(position): # implemented by our children
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return []
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func _input(event):
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if event is InputEventMouseButton and event.button_index == 1:
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var pos = self.to_local(event.position)
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if (pos.x <= 64.0 and pos.x >= -64.0 and pos.y <= 64.0 and pos.y >= -64.0):
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# inside our collision area
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if event.pressed:
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if self.last_click == null:
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self.last_click = 0
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get_tree().set_input_as_handled()
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else:
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if self.last_click != null and self.last_click <= CLICK_THRESHOLD:
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print("Click: ", self, event)
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emit_signal("click", self, event)
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# Work-around bug where only the last signal is connected
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# to the Game
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#var game = get_tree().get_root().get_node("/root/Game")
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#if game:
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# print("Self: ", self)
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# game._on_piece_click(self, event)
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self.last_click = null
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get_tree().set_input_as_handled()
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if not event.pressed and self.hold_started:
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emit_signal("hold_stop", self, event)
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print("Hold stop", self, " ", event)
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self.hold_started = false
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self.last_click = null
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get_tree().set_input_as_handled()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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func _process(delta):
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if last_click != null:
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self.last_click += delta
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if not self.hold_started and self.last_click >= self.CLICK_THRESHOLD:
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self.hold_started = true;
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print("Hold start", self, " ", null)
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emit_signal("hold_start", self, null)
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if self.hold_started:
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self.set_global_position(get_viewport().get_mouse_position())
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#func _on_Piece_input_event(viewport, event, shape_idx):
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# print("piece input event: ", event)
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# if event is InputEventMouseButton and event.button_index == 1:
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# if event.pressed:
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# if self.last_click == null:
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# set_process_input(true)
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# self.last_click = 0
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# else:
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# if self.last_click <= CLICK_THRESHOLD:
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# emit_signal("click", self, event)
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# else:
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# emit_signal("hold_stop", self, event)
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# self.hold_started = false
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# self.last_click = null
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#static func get_move_dict() {
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# var x = {
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# "attack": false,
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# "pos": null,
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# "attack_only": false,
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# }
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# return x
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#}
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@ -8,15 +8,15 @@ extends Node2D
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var height
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var width
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# holds weakrefs to the square nodes
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var squares = []
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var squares = {}
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func initialize(width: int = 8, height: int = 8):
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# Remove any Squares beneath us
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for i in self.squares:
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for i in self.squares.values():
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if i.get_ref():
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i.get_ref().queue_free()
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self.squares = []
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self.squares = {}
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self.height = height
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self.width = width
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@ -28,7 +28,7 @@ func initialize(width: int = 8, height: int = 8):
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var instance = ResourceLoader.load("res://src/Square.tscn").instance()
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# @TODO any tweaks to the node by calling custom function initialize()
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instance.translate(Vector2(128*i, 128*j))
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self.squares.append(weakref(instance))
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self.squares[Vector2(i, j)] = weakref(instance)
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add_child(instance)
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j += 1
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i += 1
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@ -0,0 +1,16 @@
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extends Node2D
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class_name Square
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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@ -1,13 +1,24 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://assets/export/square_edge.png" type="Texture" id=1]
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[ext_resource path="res://assets/export/square_center_0.png" type="Texture" id=2]
|
||||
[ext_resource path="res://src/Square.gd" type="Script" id=3]
|
||||
|
||||
[sub_resource type="RectangleShape2D" id=1]
|
||||
extents = Vector2( 60, 60 )
|
||||
|
||||
[node name="Square" type="Node2D"]
|
||||
z_index = -1
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Body" type="Sprite" parent="."]
|
||||
texture = ExtResource( 2 )
|
||||
|
||||
[node name="Edge" type="Sprite" parent="."]
|
||||
modulate = Color( 0.12549, 0.0980392, 0.0980392, 1 )
|
||||
texture = ExtResource( 1 )
|
||||
|
||||
[node name="Area2D" type="Area2D" parent="."]
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
|
||||
shape = SubResource( 1 )
|
||||
|
|
|
@ -0,0 +1,30 @@
|
|||
shader_type canvas_item;
|
||||
|
||||
uniform vec4 min_color: hint_color;
|
||||
uniform vec4 max_color: hint_color;
|
||||
uniform vec4 offset_color: hint_color;
|
||||
uniform float frequency : hint_range(0.0, 2.0) = 0.5;
|
||||
uniform bool enable: hint_bool = false;
|
||||
|
||||
void fragment() {
|
||||
if (enable) {
|
||||
vec4 sin_anim = vec4(
|
||||
min_color.r * sin(2.0*3.14*frequency*TIME),
|
||||
min_color.g * sin(2.0*3.14*frequency*TIME),
|
||||
min_color.b * sin(2.0*3.14*frequency*TIME),
|
||||
1.0
|
||||
);
|
||||
vec4 cos_anim = vec4(
|
||||
max_color.r * cos(1.0*3.14*frequency*TIME),
|
||||
max_color.g * cos(1.0*3.14*frequency*TIME),
|
||||
max_color.b * cos(1.0*3.14*frequency*TIME),
|
||||
1.0
|
||||
);
|
||||
vec4 color = texture(TEXTURE, UV);
|
||||
color = mix(color, sin_anim, color.a);
|
||||
COLOR = mix(color, cos_anim, color.a);
|
||||
}
|
||||
else {
|
||||
COLOR = texture(TEXTURE, UV);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,54 @@
|
|||
extends Piece
|
||||
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
# var a = 2
|
||||
# var b = "text"
|
||||
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
self.speed = 1
|
||||
|
||||
func get_possible_moves(position): # implemented by our children
|
||||
# Pawns only move "forward" with respect to their player
|
||||
var directions = []
|
||||
var is_player = false
|
||||
var forward = Vector2(0, 1)
|
||||
var attacks = [Vector2(1, 1), Vector2(-1, 1)]
|
||||
if self.is_in_group("player"):
|
||||
forward = Vector2(0, -1)
|
||||
attacks = [Vector2(1, -1), Vector2(-1, -1)]
|
||||
is_player = true
|
||||
|
||||
var options = []
|
||||
print(self, " at current position: ", position)
|
||||
print("Is player piece: ", is_player, " and is going in direction: ", forward)
|
||||
var i = 1;
|
||||
while i < self.speed+1:
|
||||
options.append({
|
||||
"pos": Vector2(position.x, position.y + i*forward.y),
|
||||
"attack": false,
|
||||
"attack_only": false,
|
||||
})
|
||||
i += 1
|
||||
if self.at_spawn:
|
||||
options.append({
|
||||
"pos": Vector2(position.x, position.y + (self.speed+1)*forward.y),
|
||||
"attack": false,
|
||||
"attack_only": false,
|
||||
})
|
||||
for d in attacks:
|
||||
i = 1
|
||||
while i < self.speed+1:
|
||||
options.append({
|
||||
"pos": Vector2(position.x + i*d.x, position.y + i*d.y),
|
||||
"attack": true,
|
||||
"attack_only": true,
|
||||
})
|
||||
i += 1
|
||||
return options
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
|
@ -1,9 +1,25 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
[gd_scene load_steps=6 format=2]
|
||||
|
||||
[ext_resource path="res://src/pieces/Piece.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://src/hilight.shader" type="Shader" id=1]
|
||||
[ext_resource path="res://src/pieces/Pawn.gd" type="Script" id=2]
|
||||
[ext_resource path="res://assets/export/pawn.png" type="Texture" id=3]
|
||||
|
||||
[node name="Piece" instance=ExtResource( 1 )]
|
||||
[sub_resource type="ShaderMaterial" id=1]
|
||||
shader = ExtResource( 1 )
|
||||
shader_param/width = 2.0
|
||||
shader_param/color = null
|
||||
|
||||
[node name="Body" parent="." index="0"]
|
||||
[sub_resource type="RectangleShape2D" id=2]
|
||||
extents = Vector2( 128, 128 )
|
||||
|
||||
[node name="Piece" type="Area2D"]
|
||||
script = ExtResource( 2 )
|
||||
|
||||
[node name="Body" type="Sprite" parent="."]
|
||||
material = SubResource( 1 )
|
||||
texture = ExtResource( 3 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
modulate = Color( 0.345098, 0.980392, 0.0862745, 1 )
|
||||
shape = SubResource( 2 )
|
||||
[connection signal="input_event" from="." to="." method="_on_Piece_input_event"]
|
||||
|
|
|
@ -1,39 +0,0 @@
|
|||
extends Sprite
|
||||
|
||||
|
||||
# Declare member variables here. Examples:
|
||||
# var a = 2
|
||||
# var b = "text"
|
||||
|
||||
const types = {
|
||||
"pawn": "res://src/pieces/Pawn.tscn",
|
||||
"rook": "res://src/pieces/Rook.tscn",
|
||||
"bishop": "res://src/pieces/Bishop.tscn",
|
||||
"knight": "res://src/pieces/Knight.tscn",
|
||||
"king": "res://src/pieces/King.tscn",
|
||||
"queen": "res://src/pieces/Queen.tscn",
|
||||
}
|
||||
|
||||
# Each piece should belong to a group - player or opponent
|
||||
#
|
||||
var health = 1
|
||||
var damage = 1
|
||||
var abilities = []
|
||||
var kills = 0
|
||||
|
||||
static func new_piece(piece_type):
|
||||
if not types.has(piece_type):
|
||||
return null
|
||||
return ResourceLoader.load(types[piece_type]).instance()
|
||||
#piece.apply_scale(Vector2(pf.scale, pf.scale))
|
||||
#piece.add_to_group(group)
|
||||
#return piece
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
pass # Replace with function body.
|
||||
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
|
@ -1,4 +1,4 @@
|
|||
[gd_scene load_steps=4 format=2]
|
||||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://src/Piece.gd" type="Script" id=1]
|
||||
[ext_resource path="res://src/hilight.shader" type="Shader" id=2]
|
||||
|
@ -8,8 +8,15 @@ shader = ExtResource( 2 )
|
|||
shader_param/width = 2.0
|
||||
shader_param/color = null
|
||||
|
||||
[node name="Piece" type="Node2D"]
|
||||
[sub_resource type="RectangleShape2D" id=2]
|
||||
extents = Vector2( 128, 128 )
|
||||
|
||||
[node name="Piece" type="Area2D"]
|
||||
script = ExtResource( 1 )
|
||||
|
||||
[node name="Body" type="Sprite" parent="."]
|
||||
material = SubResource( 1 )
|
||||
|
||||
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
|
||||
shape = SubResource( 2 )
|
||||
[connection signal="input_event" from="." to="." method="_on_Piece_input_event"]
|
||||
|
|
Loading…
Reference in New Issue