online multiplayer chess game (note server currently down)
added documentation
| -rw-r--r-- | Grid.gd | 227 | ||||
| -rw-r--r-- | Piece.gd | 75 |
2 files changed, 156 insertions, 146 deletions
@@ -24,82 +24,80 @@ onready var piece_sets = walk_dir() func _ready(): - Globals.grid = self - init_board() - init_matrix() - Events.connect("turn_over", self, "_on_turn_over") + Globals.grid = self # tell the globals that this is the grid + init_board() # create the tile squares + init_matrix() # create the pieces + Events.connect("turn_over", self, "_on_turn_over") # listen for turn_over events func _on_turn_over(): - Globals.checking_piece = null - Globals.in_check = false - check_in_check() + Globals.checking_piece = null # reset checking_piece + Globals.in_check = false # reset in_check + check_in_check() # check if in_check -func check_in_check(real = true): - for i in range(0, 8): - for j in range(0, 8): - var spot = matrix[i][j] +func check_in_check(): # check if in_check + for i in range(0, 8): # for each row + for j in range(0, 8): # for each column + var spot = matrix[i][j] # get the square if spot and spot.white != Globals.turn: # enemie - print("checking", spot.realname) - if matrix[i][j].create_circles(false): - Globals.in_check = true - Globals.checking_piece = matrix[i][j] - print("check") - if !real: - return true - return false + print("checking", spot.realname) # print the piece + if matrix[i][j].create_circles(false): # if it can take the king + Globals.in_check = true # set in_check + Globals.checking_piece = matrix[i][j] # set checking_piece + print("check") # print the check + return true + return false # not in check func _exit_tree(): - Globals.grid = null - - -func init_matrix(): - for i in range(8): - matrix.append([]) - for _j in range(8): - matrix[i].append(null) - add_pieces() - - -func make_piece(position: Vector2, name: String, sprite: String, white: bool = true): # make peace - var piece = Piece.instance() - piece.sprite = piece.get_node("Sprite") - piece.sprite.texture = load(sprite) - piece.real_position = position - piece.global_position = position * piece_size - piece.realname = name - piece.name = name - piece.white = white - add_child(piece) - return piece - - -func init_board(): - for i in range(8): - background_matrix.append([]) - for j in range(8): - # var square = ColorRect.new() - var square = Square.instance() - square.rect_size = piece_size - square.rect_position = Vector2(i, j) * piece_size - square.realname = "square_" + str(i) + "_" + str(j) - square.color = board_color1 if (i + j) % 2 == 0 else board_color2 - square.real_position = Vector2(i, j) - background.add_child(square) - square.connect("clicked", self, "square_clicked") - background_matrix[i].append(square) - - -func add_pieces(): + Globals.grid = null # reset the globals grid when leaving tree + + +func init_matrix(): # create the matrix + for i in range(8): # for each row + matrix.append([]) # add a row + for _j in range(8): # for each column + matrix[i].append(null) # add a square + add_pieces() # add the pieces + + +func make_piece(position: Vector2, name: String, sprite: String, white: bool = true): # make peace + var piece = Piece.instance() # create a piece + piece.sprite = piece.get_node("Sprite") # get the sprite + piece.sprite.texture = load(sprite) # set the sprite + piece.real_position = position # set the real position + piece.global_position = position * piece_size # set the global position + piece.realname = name # set the real name + piece.name = name # set the name + piece.white = white # set its team + add_child(piece) # add the piece to the grid + return piece # return the piece + + +func init_board(): # create the board + for i in range(8): # for each row + background_matrix.append([]) # add a row + for j in range(8): # for each column + var square = Square.instance() # create a square + square.rect_size = piece_size # set the size + square.rect_position = Vector2(i, j) * piece_size # set the position + square.realname = "square_" + str(i) + "_" + str(j) # set the real name + square.color = board_color1 if (i + j) % 2 == 0 else board_color2 # set the color + square.real_position = Vector2(i, j) # set the real position + background.add_child(square) # add the square to the background + square.connect("clicked", self, "square_clicked") # connect the clicked event + background_matrix[i].append(square) # add the square to the background matrix + + +func add_pieces(): # add the pieces add_pawns() add_rooks() add_knights() add_bishops() add_queens() add_kings() - print_matrix_pretty() + print_matrix_pretty() # print the matrix func add_pawns(): @@ -139,32 +137,33 @@ func add_kings(): matrix[7][4] = make_piece(Vector2(4, 7), "king", ASSETS_PATH + "wK.png", true) -func print_matrix_pretty(mat = matrix): - for j in range(len(mat)): - var r = mat[j] - var row = str(8 - j) + " " - for i in range(8): - var c = r[i] - var ender = " " if i < 7 else "" - if c: - row += c.shortname + ender - else: - row += "00" + ender - print(row) - print(" a b c d e f g h") - -func check_for_circle(position: Vector2): +func print_matrix_pretty(mat = matrix): # print the matrix + for j in range(len(mat)): # for each row + var r = mat[j] # get the row + var row = str(8 - j) + " " # init the string + for i in range(8): # for each column + var c = r[i] # get the column + var ender = " " if i < 7 else "" # set the end string + if c: # if there is a piece + row += c.shortname + ender # add the shortname + else: # if there is no piece + row += "00" + ender # add 00 + print(row) # print the string + print(" a b c d e f g h") # print the column names + + +func check_for_circle(position: Vector2): # check for a circle, validating movement return background_matrix[position.x][position.y].circle_on -func check_for_frame(position: Vector2): - if !matrix[position.y][position.x]: - return false - return matrix[position.y][position.x].frameon +func check_for_frame(position: Vector2): # check for a frame, validating taking + if !matrix[position.y][position.x]: # if there is no piece + return false # return false + return matrix[position.y][position.x].frameon # return if the frame is on -func square_clicked(position: Vector2): - var spot = matrix[position.y][position.x] +func square_clicked(position: Vector2): # square clicked + var spot = matrix[position.y][position.x] # get the spot if !spot or spot.white != Globals.turn: # spot is not a tile or spot is not turn color if !last_clicked: # last clicked is null, so this is pointless return @@ -181,39 +180,39 @@ func square_clicked(position: Vector2): spot.clicked() # tell the piece shit happeend -func clear_circles(): - for i in range(8): - for j in range(8): - var square = background_matrix[i][j] - square.set_circle(false) +func clear_circles(): # clear the circles + for i in range(8): # for each row + for j in range(8): # for each column + var square = background_matrix[i][j] # get the square + square.set_circle(false) # set the circle to false -func clear_frames(): - for i in range(8): - for j in range(8): - var square = matrix[i][j] - if square: - square.set_frame(false) - - -func _input(event): - if event.is_action("debug"): - print_matrix_pretty() - - -func walk_dir(path = "res://assets"): - var folders = [] - var dir = Directory.new() - if dir.open(path) == OK: - dir.list_dir_begin() - var file_name = dir.get_next() - while file_name != "": - if dir.current_is_dir(): - if file_name == "." or file_name == "..": - file_name = dir.get_next() +func clear_frames(): # clear the frames + for i in range(8): # for each row + for j in range(8): # for each column + var square = matrix[i][j] # get the square + if square: # if there is a piece + square.set_frame(false) # set the frame to false + + +func _input(event): # input + if event.is_action("debug"): # if debug + print_matrix_pretty() # print the matrix + + +func walk_dir(path = "res://assets"): # walk the directory, finding the asset packs + var folders = [] # init the folders + var dir = Directory.new() # init the directory + if dir.open(path) == OK: # open the directory + dir.list_dir_begin() # list the directory + var file_name = dir.get_next() # get the next file + while file_name != "": # while there is a file + if dir.current_is_dir(): # if the current is a directory + if file_name == "." or file_name == "..": # if it is a dot or dot dot + file_name = dir.get_next() # get the next file continue - folders.append(file_name) - file_name = dir.get_next() + folders.append(file_name) # add the folder + file_name = dir.get_next() # get the next file else: - printerr("An error occurred when trying to access the path " + path) - return folders + printerr("An error occurred when trying to access the path " + path) # print the error + return folders # return the folders @@ -179,7 +179,7 @@ func traverse(arr = [Vector2.UP, Vector2.DOWN, Vector2.LEFT, Vector2.RIGHT]): for i in arr: var pos = real_position while true: - pos = pos + i + pos += i if not is_on_board(pos): break if at_pos(pos) != null: @@ -193,42 +193,53 @@ func at_pos(vector): return Globals.grid.matrix[vector.y][vector.x] +func create_move_circles(spot, pos): + if spot: # if there is a piece at the spot + return false # we cant move onto a piece + if checkcheck(pos): # if moving to position fixes the check or were not in check + Globals.grid.background_matrix[pos.x][pos.y].set_circle(true) # make the move circle + + +func create_take_circles(spot, real): # create take circles + var team = Globals.turn if real else !Globals.turn # is your team, or, if testing with !real, opponents team + if spot and spot.white != team: # if spot is not null and is not your team + if Globals.in_check and spot != Globals.checking_piece: # if you are in check and the spot is not the piece that is checking you + return # it isnt going to fix the check, so return + spot.set_frame(real) # turn on the little take frame on the piece, to show its takeable + if spot.realname == "king": # if the piece is a king + if real: # and its not a test + printerr("shit") # we fucked up + else: + return true # it is a test for if in check, so return true + return false # nothing happened, so return false + + func set_circle(positions: Array, type := "move", real = true): - for i in range(len(positions)): - var pos = positions[i] - if not is_on_board(pos): - continue - var spot = at_pos(pos) - if type == "move": - if spot: - continue - if checkcheck(pos): - Globals.grid.background_matrix[pos.x][pos.y].set_circle(true) - elif type == "take": - var team = Globals.turn if real else !Globals.turn - if spot and spot.white != team: - if Globals.in_check and spot != Globals.checking_piece: - return - spot.set_frame(true) - if spot.realname == "king": - if real: - printerr("shit") - else: - return true - return false + for pos in positions: + if not is_on_board(pos): # check if the position is on the boards + continue # if it isnt, continue + + var spot = at_pos(pos) # get the piece at the position + if type == "move": # if the type is move + if !create_move_circles(spot, pos): # create the move circles + continue # if the spot is not null, continue instead of creating circles + elif type == "take": # if the type is take + if create_take_circles(spot, real) == true and !real: # if the king is in check, return true + return true + return false # if nothing happened, return false func checkcheck(pos): - if Globals.in_check: - var mat = Globals.grid.matrix.duplicate(true) - moveto(pos, false) + if Globals.in_check: # if you are in check + var mat = Globals.grid.matrix.duplicate(true) # make a copy of the matrix + moveto(pos, false) # move to the position print("moved " + realname + " to " + str(pos)) - var retu = true - if !Globals.grid.check_in_check(false): - print("did not fix check") - retu = false - Globals.grid.print_matrix_pretty(mat) - Globals.grid.matrix = mat + var retu = true # return true by default + if !Globals.grid.check_in_check(false): # if you are still in check + print("did not fix check") # sadge + retu = false # return false, but fix the matrix first + Globals.grid.print_matrix_pretty(mat) # print the matrix + Globals.grid.matrix = mat # revert changes on the matrix return retu return true |