Working core game
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150
src/Game.gd
150
src/Game.gd
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@ -17,6 +17,22 @@ var width
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var landing_piece = null
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var landing_pos = null
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var current_state = 0
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var states = {
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0: {
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"description": "Player turn",
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"directive": "Make a move",
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},
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1: {
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"description": "Opponent's turn",
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"directive": "Wait for the opponent to make a move",
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}
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}
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var flash_help = null
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var rng = null
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var ai_target = null
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var ai_piece = 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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@ -30,8 +46,9 @@ func new_piece(piece_type, group, position = null):
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if not piece_types.has(piece_type):
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return null
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var piece = ResourceLoader.load(piece_types[piece_type]).instance()
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if position:
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if position != null:
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if !set_piece_position(piece, position, true):
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print("Failed to place piece ", piece, " at positiion ", position)
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piece.queue_free()
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return null
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piece.set_position(Vector2(
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@ -47,46 +64,82 @@ func new_piece(piece_type, group, position = null):
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)
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pf.add_child(piece)
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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_start", self, "_on_hold_start")
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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 _on_hold_start(piece, event):
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if piece.is_in_group("player"):
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if self.current_state != 0:
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print("Can't move a piece, it's not your turn")
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get_node("BottomBar/Help").set_text("Cannot move a piece, it's not your turn")
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self.flash_help = 2
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piece.cancel_hold()
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return
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self._on_piece_click(piece, event)
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else:
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print("Can't move opponent's piece: ", piece)
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get_node("BottomBar/Help").set_text("Cannot move an opponent's piece")
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self.flash_help = 3
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piece.cancel_hold()
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func _on_hold_stop(piece, event):
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_on_piece_click(piece, null)
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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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self.selected_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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func get_valid_piece_moves(piece, verbose = false):
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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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for d in possible_moves:
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for m in d:
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var target_square = null
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if self.board_squares.has(m['pos']):
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target_square = self.board_squares[m['pos']]
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if target_square == null:
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# Move it off the board
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if verbose:
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print("Move to ", m['pos'], " is not valid due to not being on the board")
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continue
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break
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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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if verbose:
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print("Move to ", m['pos'], " is not valid due to not being an attack move")
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break
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else:
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m["target"] = target_square['piece']
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moves.append(m)
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if not m['jump']:
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break
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else:
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if verbose:
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print("Move to ", m['pos'], " is not valid due to same-team piece is spot")
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if not m['jump']:
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break
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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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if verbose:
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print("Move to ", m['pos'], " is not valid due to missing target")
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break
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return moves
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func pieces_hostile(p1, p2):
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@ -183,6 +236,8 @@ func _ready():
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64 * scale
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))
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self.pf_scale = scale
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self.rng = RandomNumberGenerator.new()
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self.rng.randomize()
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reset_game_state()
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func reset_game_state():
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@ -216,8 +271,8 @@ func reset_game_state():
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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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new_piece("rook", "player", Vector2(start_x, self.height -1))
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new_piece("rook", "player", Vector2(start_x + 7, self.height -1))
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new_piece("rook", "player", Vector2(start_x, self.height - 1))
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new_piece("rook", "player", Vector2(start_x + 7, self.height - 1))
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new_piece("rook", "opponent", Vector2(start_x, 0))
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new_piece("rook", "opponent", Vector2(start_x + 7, 0))
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new_piece("bishop", "player", Vector2(start_x + 2, self.height -1))
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@ -233,9 +288,83 @@ func reset_game_state():
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new_piece("queen", "player", Vector2(start_x + 3, self.height - 1))
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new_piece("queen", "opponent", Vector2(start_x + 3, 0))
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# Visual updates
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self.current_state = 3
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self.turn = 0
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self._on_phase_end()
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self._reset_help()
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func _on_phase_end():
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self.current_state += 1;
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if not self.current_state in self.states.keys():
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self.current_state = 0
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self.turn += 1
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self._on_new_turn()
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get_node("TopBar/Bottom/Instruction").set_text(
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self.states[self.current_state]["description"] + " - " + self.states[self.current_state]["directive"]
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)
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func _on_new_turn():
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get_node("TopBar/Top/HBoxContainer/Turn").set_text(str(self.turn))
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func _reset_help():
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get_node("BottomBar/Help").set_text("Delay losing as long as possible. Your loss is inevitable.\nClick on piece to see it's possible moves and stats.\nDrag and drop a piece to make a move.")
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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 self.flash_help != null:
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if self.flash_help > 0:
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self.flash_help -= delta
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else:
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self._reset_help()
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self.flash_help = null
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if self.current_state == 1:
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if self.ai_target != null:
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var target_square = self.board_squares[self.ai_target]
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var target = get_node("/root/Game/MarginContainer/Playfield").squares[self.ai_target].get_ref()
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if self.ai_piece.get_global_position().distance_to(target.get_global_position()) >= 5.0:
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self.ai_piece.set_global_position(
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self.ai_piece.get_global_position().move_toward(
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target.get_global_position(),
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5.0
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)
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)
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else:
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# End movement
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if target_square['piece'] != null:
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# @TODO If the target doesn't die, we need to bounce back
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target_square['piece'].queue_free()
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var square = square_of_piece(self.ai_piece)
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square['piece'] = null
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target_square['piece'] = self.ai_piece
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self.ai_piece.set_position(Vector2(target_square['x']*128, target_square['y']*128))
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self.ai_piece.at_spawn = false
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self.ai_target = null
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self.ai_piece = null
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self._on_phase_end()
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else:
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# @TODO Find a way to run in a BG thread or split workload across frames
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# if it takes too long to narrow down a move.
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var moves = []
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for piece in get_tree().get_nodes_in_group("opponent"):
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moves += get_valid_piece_moves(piece)
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# Our highest priority moves are to take another piece
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var priority_moves = []
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for m in moves:
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if m.has("target"):
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priority_moves.append(m)
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if not priority_moves.empty():
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# @TODO Check for the most "valuable" piece to take
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var i = self.rng.randi() % (priority_moves.size())
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self.ai_target = priority_moves[i]['pos']
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self.ai_piece = priority_moves[i]['source']
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else:
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# @TODO Sort our moves to try and get the furthest forward
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# possible
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var i = self.rng.randi() % (moves.size())
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self.ai_target = moves[i]['pos']
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self.ai_piece = moves[i]['source']
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print("Opponent moving ", self.ai_piece, " to ", self.ai_target, " from ", square_of_piece(self.ai_piece))
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func _physics_process(delta):
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if self.landing_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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self._on_phase_end()
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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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@ -1,7 +1,13 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://src/Game.gd" type="Script" id=1]
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[ext_resource path="res://src/Playfield.tscn" type="PackedScene" id=2]
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[ext_resource path="res://src/large font.tres" type="DynamicFont" id=3]
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[ext_resource path="res://assets/source/Bitstream Vera Sans Mono Bold Nerd Font Complete.ttf" type="DynamicFontData" id=4]
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[sub_resource type="DynamicFont" id=1]
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size = 24
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font_data = ExtResource( 4 )
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[node name="Game" type="Container"]
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anchor_right = 1.0
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@ -25,6 +31,23 @@ size_flags_vertical = 2
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[node name="Playfield" parent="MarginContainer" instance=ExtResource( 2 )]
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[node name="BottomBar" type="CenterContainer" parent="."]
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anchor_bottom = 1.0
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margin_left = 256.0
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margin_top = 896.0
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margin_right = 1024.0
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rect_min_size = Vector2( 0, 64 )
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[node name="Help" type="Label" parent="BottomBar"]
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margin_left = 146.0
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margin_top = 31.0
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margin_right = 622.0
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margin_bottom = 95.0
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rect_min_size = Vector2( 0, 64 )
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custom_fonts/font = SubResource( 1 )
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text = "This is why you are doing it wrong"
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valign = 1
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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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@ -36,20 +59,22 @@ 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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margin_left = 334.0
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margin_top = 13.0
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margin_right = 433.0
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margin_bottom = 51.0
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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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margin_right = 76.0
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margin_bottom = 38.0
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custom_fonts/font = ExtResource( 3 )
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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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margin_left = 80.0
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margin_right = 99.0
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margin_bottom = 38.0
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custom_fonts/font = ExtResource( 3 )
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text = "0"
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__meta__ = {
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"_edit_use_anchors_": false
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@ -62,10 +87,10 @@ 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_left = 314.0
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margin_right = 454.0
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margin_bottom = 64.0
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rect_min_size = Vector2( 0, 64 )
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custom_fonts/font = SubResource( 1 )
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text = "Do a thing"
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valign = 1
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uppercase = true
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41
src/Piece.gd
41
src/Piece.gd
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@ -13,7 +13,7 @@ signal click(piece, event)
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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 speed = 7
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var jump = false
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var abilities = []
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var kills = 0
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@ -53,8 +53,7 @@ func _input(event):
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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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self.cancel_hold()
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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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@ -68,28 +67,16 @@ func _process(delta):
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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 cancel_hold():
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self.last_click = null
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self.hold_started = false
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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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func init_move_dict(position):
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var x = {
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"attack": true,
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"pos": position,
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"attack_only": false,
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"jump": false,
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"source": self,
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}
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return x
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@ -0,0 +1,7 @@
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[gd_resource type="DynamicFont" load_steps=2 format=2]
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[ext_resource path="res://assets/source/Bitstream Vera Sans Mono Bold Nerd Font Complete.ttf" type="DynamicFontData" id=1]
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[resource]
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size = 32
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font_data = ExtResource( 1 )
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@ -0,0 +1,34 @@
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extends 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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# 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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func get_possible_moves(position):
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var directions = [
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Vector2(1, 1),
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Vector2(1, -1),
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Vector2(-1, -1),
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Vector2(-1, 1),
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]
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var options = []
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for d in directions:
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var d_opts = []
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var i = 1
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while i < self.speed + 1:
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var opt = self.init_move_dict(
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Vector2(position.x+(d.x*i), position.y+(d.y)*i)
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)
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d_opts.append(opt)
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i += 1
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options.append(d_opts)
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return options
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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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@ -1,9 +1,11 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://src/pieces/Piece.tscn" type="PackedScene" id=1]
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[ext_resource path="res://assets/export/bishop.png" type="Texture" id=2]
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[ext_resource path="res://src/pieces/Bishop.gd" type="Script" id=3]
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[node name="Piece" instance=ExtResource( 1 )]
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script = ExtResource( 3 )
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[node name="Body" parent="." index="0"]
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texture = ExtResource( 2 )
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@ -0,0 +1,39 @@
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extends 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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# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
self.speed = 1
|
||||
pass # Replace with function body.
|
||||
|
||||
func get_possible_moves(position):
|
||||
var directions = [
|
||||
Vector2(1, 0),
|
||||
Vector2(1, 1),
|
||||
Vector2(0, 1),
|
||||
Vector2(-1, 1),
|
||||
Vector2(-1, 0),
|
||||
Vector2(-1, -1),
|
||||
Vector2(0, -1),
|
||||
Vector2(1, -1),
|
||||
]
|
||||
var options = []
|
||||
for d in directions:
|
||||
var d_opts = []
|
||||
var i = 1
|
||||
while i < self.speed + 1:
|
||||
var opt = self.init_move_dict(
|
||||
Vector2(position.x+(d.x*i), position.y+(d.y)*i)
|
||||
)
|
||||
d_opts.append(opt)
|
||||
i += 1
|
||||
options.append(d_opts)
|
||||
return options
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
|
@ -1,9 +1,11 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://src/pieces/Piece.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://assets/export/king.png" type="Texture" id=2]
|
||||
[ext_resource path="res://src/pieces/King.gd" type="Script" id=3]
|
||||
|
||||
[node name="Piece" instance=ExtResource( 1 )]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Body" parent="." index="0"]
|
||||
texture = ExtResource( 2 )
|
||||
|
|
|
@ -0,0 +1,39 @@
|
|||
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):
|
||||
var directions = [
|
||||
Vector2(2, 1),
|
||||
Vector2(2, -1),
|
||||
Vector2(1, 2),
|
||||
Vector2(-1, 2),
|
||||
Vector2(-2, 1),
|
||||
Vector2(-2, -1),
|
||||
Vector2(-1, -2),
|
||||
Vector2(1, -2),
|
||||
]
|
||||
var options = []
|
||||
for d in directions:
|
||||
var d_opts = []
|
||||
var i = 1
|
||||
while i < self.speed + 1:
|
||||
var opt = self.init_move_dict(
|
||||
Vector2(position.x+(d.x*i), position.y+(d.y)*i)
|
||||
)
|
||||
opt.jump = true
|
||||
d_opts.append(opt)
|
||||
i += 1
|
||||
options.append(d_opts)
|
||||
return options
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
|
@ -1,9 +1,11 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://src/pieces/Piece.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://assets/export/knight.png" type="Texture" id=2]
|
||||
[ext_resource path="res://src/pieces/Knight.gd" type="Script" id=3]
|
||||
|
||||
[node name="Piece" instance=ExtResource( 1 )]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Body" parent="." index="0"]
|
||||
texture = ExtResource( 2 )
|
||||
|
|
|
@ -22,31 +22,28 @@ func get_possible_moves(position): # implemented by our children
|
|||
is_player = true
|
||||
|
||||
var options = []
|
||||
print(self, " at current position: ", position)
|
||||
print("Is player piece: ", is_player, " and is going in direction: ", forward)
|
||||
#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,
|
||||
})
|
||||
var o = self.init_move_dict(Vector2(position.x, position.y + i*forward.y))
|
||||
o.attack = false
|
||||
options.append(o)
|
||||
i += 1
|
||||
options = [options]
|
||||
if self.at_spawn:
|
||||
options.append({
|
||||
"pos": Vector2(position.x, position.y + (self.speed+1)*forward.y),
|
||||
"attack": false,
|
||||
"attack_only": false,
|
||||
})
|
||||
var o = self.init_move_dict(Vector2(position.x, position.y + (self.speed+1)*forward.y))
|
||||
o.attack = false
|
||||
options[0].append(o)
|
||||
for d in attacks:
|
||||
var d_opts = []
|
||||
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,
|
||||
})
|
||||
var o = self.init_move_dict(Vector2(position.x + i*d.x, position.y + i*d.y))
|
||||
o.attack_only = true
|
||||
d_opts.append(o)
|
||||
i += 1
|
||||
options.append(d_opts)
|
||||
return options
|
||||
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
|
|
|
@ -0,0 +1,38 @@
|
|||
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():
|
||||
pass # Replace with function body.
|
||||
|
||||
func get_possible_moves(position):
|
||||
var directions = [
|
||||
Vector2(1, 0),
|
||||
Vector2(1, 1),
|
||||
Vector2(0, 1),
|
||||
Vector2(-1, 1),
|
||||
Vector2(-1, 0),
|
||||
Vector2(-1, -1),
|
||||
Vector2(0, -1),
|
||||
Vector2(1, -1),
|
||||
]
|
||||
var options = []
|
||||
for d in directions:
|
||||
var d_opts = []
|
||||
var i = 1
|
||||
while i < self.speed + 1:
|
||||
var opt = self.init_move_dict(
|
||||
Vector2(position.x+(d.x*i), position.y+(d.y)*i)
|
||||
)
|
||||
d_opts.append(opt)
|
||||
i += 1
|
||||
options.append(d_opts)
|
||||
return options
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
|
@ -1,9 +1,11 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://src/pieces/Piece.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://assets/export/queen.png" type="Texture" id=2]
|
||||
[ext_resource path="res://src/pieces/Queen.gd" type="Script" id=3]
|
||||
|
||||
[node name="Piece" instance=ExtResource( 1 )]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Body" parent="." index="0"]
|
||||
texture = ExtResource( 2 )
|
||||
|
|
|
@ -0,0 +1,34 @@
|
|||
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():
|
||||
pass # Replace with function body.
|
||||
|
||||
func get_possible_moves(position):
|
||||
var directions = [
|
||||
Vector2(1, 0),
|
||||
Vector2(-1, 0),
|
||||
Vector2(0, -1),
|
||||
Vector2(0, 1),
|
||||
]
|
||||
var options = []
|
||||
for d in directions:
|
||||
var d_opts = []
|
||||
var i = 1
|
||||
while i < self.speed + 1:
|
||||
var opt = self.init_move_dict(
|
||||
Vector2(position.x+(d.x*i), position.y+(d.y)*i)
|
||||
)
|
||||
d_opts.append(opt)
|
||||
i += 1
|
||||
options.append(d_opts)
|
||||
return options
|
||||
# Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
#func _process(delta):
|
||||
# pass
|
|
@ -1,9 +1,11 @@
|
|||
[gd_scene load_steps=3 format=2]
|
||||
[gd_scene load_steps=4 format=2]
|
||||
|
||||
[ext_resource path="res://src/pieces/Piece.tscn" type="PackedScene" id=1]
|
||||
[ext_resource path="res://assets/export/rook.png" type="Texture" id=2]
|
||||
[ext_resource path="res://src/pieces/Rook.gd" type="Script" id=3]
|
||||
|
||||
[node name="Rook" instance=ExtResource( 1 )]
|
||||
script = ExtResource( 3 )
|
||||
|
||||
[node name="Body" parent="." index="0"]
|
||||
texture = ExtResource( 2 )
|
||||
|
|
Loading…
Reference in New Issue