online multiplayer chess game (note server currently down)
mostly working
bendn 2022-04-27
parent ce37b45 · commit a1993f2
-rw-r--r--Globals.gd2
-rw-r--r--Grid.gd75
-rw-r--r--Piece.gd267
-rw-r--r--Piece.tscn56
-rw-r--r--Square.gd1
-rw-r--r--pieces/Bishop.gd11
-rw-r--r--pieces/King.gd25
-rw-r--r--pieces/Knight.gd28
-rw-r--r--pieces/Pawn.gd41
-rw-r--r--pieces/Piece.gd180
-rw-r--r--pieces/Queen.gd11
-rw-r--r--pieces/Rook.gd11
-rw-r--r--project.godot40
13 files changed, 440 insertions, 308 deletions
diff --git a/Globals.gd b/Globals.gd
index 6d449f0..e5c0dce 100644
--- a/Globals.gd
+++ b/Globals.gd
@@ -4,5 +4,7 @@ var grid: Grid = null
var turns := 0
var in_check = false
var checking_piece: Piece = null
+var white_king: King
+var black_king: King
var turn := true # true for white, false for black
# true cuz white goes first
diff --git a/Grid.gd b/Grid.gd
index 140802e..fed1d80 100644
--- a/Grid.gd
+++ b/Grid.gd
@@ -41,11 +41,10 @@ func check_in_check(): # check if in_check
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) # print the piece
- if matrix[i][j].create_circles(false): # if it can take the king
+ if matrix[i][j].can_check_king(Globals.white_king if Globals.turn else Globals.black_king): # 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
+ print("check by " + spot.shortname) # print the check
return true
return false # not in check
@@ -62,14 +61,13 @@ func init_matrix(): # create the matrix
add_pieces() # add the pieces
-func make_piece(position: Vector2, name: String, sprite: String, white: bool = true): # make peace
+func make_piece(position: Vector2, script: String, sprite: String, white: bool = true): # make peace
var piece = Piece.instance() # create a piece
+ piece.script = load(script) # set the script
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
@@ -82,7 +80,7 @@ func init_board(): # create the board
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.name = "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
@@ -102,39 +100,41 @@ func add_pieces(): # add the pieces
func add_pawns():
for i in range(8):
- matrix[1][i] = make_piece(Vector2(i, 1), "pawn", ASSETS_PATH + "bP.png", false)
- matrix[6][i] = make_piece(Vector2(i, 6), "pawn", ASSETS_PATH + "wP.png", true)
+ matrix[1][i] = make_piece(Vector2(i, 1), "res://pieces/Pawn.gd", ASSETS_PATH + "bP.png", false)
+ matrix[6][i] = make_piece(Vector2(i, 6), "res://pieces/Pawn.gd", ASSETS_PATH + "wP.png", true)
func add_rooks():
- matrix[0][0] = make_piece(Vector2(0, 0), "rook", ASSETS_PATH + "bR.png", false)
- matrix[0][7] = make_piece(Vector2(7, 0), "rook", ASSETS_PATH + "bR.png", false)
- matrix[7][0] = make_piece(Vector2(0, 7), "rook", ASSETS_PATH + "wR.png", true)
- matrix[7][7] = make_piece(Vector2(7, 7), "rook", ASSETS_PATH + "wR.png", true)
+ matrix[0][0] = make_piece(Vector2(0, 0), "res://pieces/Rook.gd", ASSETS_PATH + "bR.png", false)
+ matrix[0][7] = make_piece(Vector2(7, 0), "res://pieces/Rook.gd", ASSETS_PATH + "bR.png", false)
+ matrix[7][0] = make_piece(Vector2(0, 7), "res://pieces/Rook.gd", ASSETS_PATH + "wR.png", true)
+ matrix[7][7] = make_piece(Vector2(7, 7), "res://pieces/Rook.gd", ASSETS_PATH + "wR.png", true)
func add_knights():
- matrix[0][1] = make_piece(Vector2(1, 0), "knight", ASSETS_PATH + "bN.png", false)
- matrix[0][6] = make_piece(Vector2(6, 0), "knight", ASSETS_PATH + "bN.png", false)
- matrix[7][1] = make_piece(Vector2(1, 7), "knight", ASSETS_PATH + "wN.png", true)
- matrix[7][6] = make_piece(Vector2(6, 7), "knight", ASSETS_PATH + "wN.png", true)
+ matrix[0][1] = make_piece(Vector2(1, 0), "res://pieces/Knight.gd", ASSETS_PATH + "bN.png", false)
+ matrix[0][6] = make_piece(Vector2(6, 0), "res://pieces/Knight.gd", ASSETS_PATH + "bN.png", false)
+ matrix[7][1] = make_piece(Vector2(1, 7), "res://pieces/Knight.gd", ASSETS_PATH + "wN.png", true)
+ matrix[7][6] = make_piece(Vector2(6, 7), "res://pieces/Knight.gd", ASSETS_PATH + "wN.png", true)
func add_bishops():
- matrix[0][2] = make_piece(Vector2(2, 0), "bishop", ASSETS_PATH + "bB.png", false)
- matrix[0][5] = make_piece(Vector2(5, 0), "bishop", ASSETS_PATH + "bB.png", false)
- matrix[7][2] = make_piece(Vector2(2, 7), "bishop", ASSETS_PATH + "wB.png", true)
- matrix[7][5] = make_piece(Vector2(5, 7), "bishop", ASSETS_PATH + "wB.png", true)
+ matrix[0][2] = make_piece(Vector2(2, 0), "res://pieces/Bishop.gd", ASSETS_PATH + "bB.png", false)
+ matrix[0][5] = make_piece(Vector2(5, 0), "res://pieces/Bishop.gd", ASSETS_PATH + "bB.png", false)
+ matrix[7][2] = make_piece(Vector2(2, 7), "res://pieces/Bishop.gd", ASSETS_PATH + "wB.png", true)
+ matrix[7][5] = make_piece(Vector2(5, 7), "res://pieces/Bishop.gd", ASSETS_PATH + "wB.png", true)
func add_queens():
- matrix[0][3] = make_piece(Vector2(3, 0), "queen", ASSETS_PATH + "bQ.png", false)
- matrix[7][3] = make_piece(Vector2(3, 7), "queen", ASSETS_PATH + "wQ.png", true)
+ matrix[0][3] = make_piece(Vector2(3, 0), "res://pieces/Queen.gd", ASSETS_PATH + "bQ.png", false)
+ matrix[7][3] = make_piece(Vector2(3, 7), "res://pieces/Queen.gd", ASSETS_PATH + "wQ.png", true)
func add_kings():
- matrix[0][4] = make_piece(Vector2(4, 0), "king", ASSETS_PATH + "bK.png", false)
- matrix[7][4] = make_piece(Vector2(4, 7), "king", ASSETS_PATH + "wK.png", true)
+ matrix[0][4] = make_piece(Vector2(4, 0), "res://pieces/King.gd", ASSETS_PATH + "bK.png", false)
+ matrix[7][4] = make_piece(Vector2(4, 7), "res://pieces/King.gd", ASSETS_PATH + "wK.png", true)
+ Globals.white_king = matrix[7][4] # set the white king
+ Globals.black_king = matrix[0][4] # set the black king
func print_matrix_pretty(mat = matrix): # print the matrix
@@ -167,10 +167,12 @@ func square_clicked(position: Vector2): # square clicked
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
- if check_for_circle(position): # see if theres a circle at the position
- last_clicked.moveto(position) # if there is, move there
if check_for_frame(position): # takeable
last_clicked.take(matrix[position.y][position.x]) # eat
+ turn_over()
+ if check_for_circle(position): # see if theres a circle at the position
+ last_clicked.moveto(position) # if there is, move there
+ turn_over()
last_clicked.clear_clicked() # remove the circles
last_clicked = null # set it to null
elif last_clicked != spot: # we got a new piece (or pawn) clicked
@@ -180,19 +182,20 @@ func square_clicked(position: Vector2): # square clicked
spot.clicked() # tell the piece shit happeend
-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 turn_over():
+ Globals.turn = not Globals.turn
+ Globals.turns += 1
+ Events.emit_signal("turn_over")
-func clear_frames(): # clear the frames
+func clear_fx(): # clear the circles
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
+ var square = background_matrix[i][j] # get the square
+ square.set_circle(false) # set the circle to false
+ var piece = matrix[i][j] # get the piece
+ if piece: # if there is a piece
+ piece.set_frame(false) # clear the frame
func _input(event): # input
diff --git a/Piece.gd b/Piece.gd
deleted file mode 100644
index b4de113..0000000
--- a/Piece.gd
+++ /dev/null
@@ -1,267 +0,0 @@
-extends Node2D
-class_name Piece, "res://assets/california/wP.png"
-
-var real_position = Vector2.ZERO
-var white := true
-var realname = "pawn"
-var shortname = ""
-var has_moved = false
-var sprite
-var frameon
-
-onready var tween = $Tween
-onready var colorrect = $ColorRect
-onready var frame = $Frame
-
-
-func _ready():
- frame.position = Globals.grid.piece_size / 2
- frame.modulate = Globals.grid.overlay_color
- colorrect.color = Globals.grid.overlay_color
- colorrect.rect_size = Globals.grid.piece_size
- var wh = "w" if white else "b"
- shortname = short_name().to_lower() + wh.to_upper()
-
-
-func short_name():
- match realname:
- "pawn":
- return "P"
- "rook":
- return "R"
- "knight":
- return "N"
- "bishop":
- return "B"
- "queen":
- return "Q"
- "king":
- return "K"
-
-
-func clicked():
- colorrect.show()
- create_circles()
- print(realname, " was clicked")
-
-
-func clear_clicked(): # TODO: fix this shit
- colorrect.hide()
- Globals.grid.clear_circles()
- Globals.grid.clear_frames()
-
-
-func move(newpos: Vector2): # dont use directly; use moveto
- has_moved = true
- tween.interpolate_property(
- self,
- "global_position",
- global_position,
- newpos * Globals.grid.piece_size,
- 0.5,
- Tween.TRANS_BACK,
- Tween.EASE_IN_OUT
- )
- tween.start()
- # global_position = newpos * Globals.grid.piece_size
-
-
-func moveto(position, real = true):
- Globals.grid.matrix[real_position.y][real_position.x] = null
- Globals.grid.matrix[position.y][position.x] = self
- if real:
- real_position = position
- move(position)
- Globals.turn = not Globals.turn
- Globals.turns += 1
- Events.emit_signal("turn_over")
-
-
-func pos_around(around_vector):
- return real_position + around_vector
-
-
-func all_dirs():
- return [
- Vector2.UP,
- Vector2.DOWN,
- Vector2.LEFT,
- Vector2.RIGHT,
- Vector2(1, 1),
- Vector2(1, -1),
- Vector2(-1, 1),
- Vector2(-1, -1)
- ]
-
-
-func reality(circle_array, real):
- if real:
- set_circle(circle_array)
- set_circle(circle_array, "take")
- else:
- var result = set_circle(circle_array, "take", false)
- return result # checking if king is takeable
-
-
-func create_circles(real = true):
- # for motion
- match realname:
- "pawn":
- var circle_array = (
- [pos_around(Vector2.UP)]
- if has_moved
- else [pos_around(Vector2.UP), pos_around(Vector2.UP * 2)]
- )
- if !white:
- circle_array = (
- [pos_around(Vector2.DOWN)]
- if has_moved
- else [pos_around(Vector2.DOWN), pos_around(Vector2.DOWN * 2)]
- )
- if real:
- set_circle(circle_array)
- # deal with the take logic
- circle_array = []
- var takes = [pos_around(Vector2(-1, -1)), pos_around(Vector2(1, -1))]
- if !white:
- takes = [pos_around(Vector2(-1, 1)), pos_around(Vector2(1, 1))]
- for i in takes:
- if not is_on_board(i):
- continue
- circle_array.append(i)
- if real:
- set_circle(circle_array, "take")
- else:
- return set_circle(circle_array, "take", false)
- "king":
- var circle_array = [
- pos_around(Vector2.UP),
- pos_around(Vector2.DOWN),
- pos_around(Vector2.LEFT),
- pos_around(Vector2.RIGHT),
- pos_around(Vector2(1, 1)),
- pos_around(Vector2(1, -1)),
- pos_around(Vector2(-1, 1)),
- pos_around(Vector2(-1, -1))
- ]
- return reality(circle_array, real)
- "knight":
- var circle_array = [
- pos_around(Vector2(-2, -1)),
- pos_around(Vector2(-2, 1)),
- pos_around(Vector2(2, -1)),
- pos_around(Vector2(2, 1)),
- pos_around(Vector2(-1, -2)),
- pos_around(Vector2(1, -2)),
- pos_around(Vector2(-1, 2)),
- pos_around(Vector2(1, 2))
- ]
- return reality(circle_array, real)
- "rook":
- var circle_array = traverse(all_dirs().slice(0, 4))
- return reality(circle_array, real)
- "bishop":
- var circle_array = traverse(all_dirs().slice(4, 8))
- return reality(circle_array, real)
- "queen":
- # debug with queen
- print("queen here!")
- print("my real position is")
- print(real_position)
- var circle_array = traverse(all_dirs())
- var check_king = reality(circle_array, real)
- print("yes" if check_king else "no")
- return check_king
-
-
-func traverse(arr = [Vector2.UP, Vector2.DOWN, Vector2.LEFT, Vector2.RIGHT]):
- var circle_array = []
- for i in arr:
- var pos = real_position
- while true:
- pos += i
- if not is_on_board(pos):
- break
- if at_pos(pos) != null:
- circle_array.append(pos)
- break
- circle_array.append(pos)
- return circle_array
-
-
-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 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: # 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 # 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
-
-
-func pd(string, toprint):
- if toprint:
- print(string)
-
-
-func is_on_board(vector: Vector2): #-> bool: my syntax highlight doesnt like return annotation
- if vector.y < 0 or vector.y > 7 or vector.x < 0 or vector.x > 7:
- return false
- return true
-
-
-func take(piece: Piece):
- var piecepos = piece.real_position
- piece.queue_free()
- moveto(piecepos)
-
-
-func set_frame(value, real = true):
- frameon = value
- if real:
- frame.visible = value
diff --git a/Piece.tscn b/Piece.tscn
index e310e84..221bdc4 100644
--- a/Piece.tscn
+++ b/Piece.tscn
@@ -1,9 +1,57 @@
-[gd_scene load_steps=4 format=2]
+[gd_scene load_steps=6 format=2]
-[ext_resource path="res://Piece.gd" type="Script" id=1]
+[ext_resource path="res://pieces/Piece.gd" type="Script" id=1]
[ext_resource path="res://assets/california/wP.png" type="Texture" id=2]
[ext_resource path="res://frame.png" type="Texture" id=3]
+[sub_resource type="Animation" id=1]
+resource_name = "Move"
+length = 0.5
+step = 0.05
+tracks/0/type = "value"
+tracks/0/path = NodePath("Sprite:scale")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/keys = {
+"times": PoolRealArray( 0, 0.25, 0.5 ),
+"transitions": PoolRealArray( 2, 1, 0.5 ),
+"update": 0,
+"values": [ Vector2( 1, 1 ), Vector2( 1.15, 1.15 ), Vector2( 1, 1 ) ]
+}
+
+[sub_resource type="Animation" id=2]
+resource_name = "Take"
+length = 0.5
+step = 0.05
+tracks/0/type = "value"
+tracks/0/path = NodePath("Sprite:scale")
+tracks/0/interp = 1
+tracks/0/loop_wrap = true
+tracks/0/imported = false
+tracks/0/enabled = true
+tracks/0/keys = {
+"times": PoolRealArray( 0, 0.1, 0.15, 0.35, 0.5 ),
+"transitions": PoolRealArray( 2, 1, 1, 1, 0.5 ),
+"update": 0,
+"values": [ Vector2( 1, 1 ), Vector2( 1.25, 1.25 ), Vector2( 1.35, 1.35 ), Vector2( 0.25, 0.25 ), Vector2( 0, 0 ) ]
+}
+tracks/1/type = "method"
+tracks/1/path = NodePath(".")
+tracks/1/interp = 1
+tracks/1/loop_wrap = true
+tracks/1/imported = false
+tracks/1/enabled = true
+tracks/1/keys = {
+"times": PoolRealArray( 0.5 ),
+"transitions": PoolRealArray( 1 ),
+"values": [ {
+"args": [ ],
+"method": "queue_free"
+} ]
+}
+
[node name="Piece" type="Node2D"]
script = ExtResource( 1 )
@@ -23,3 +71,7 @@ position = Vector2( 50, 50 )
texture = ExtResource( 3 )
[node name="Tween" type="Tween" parent="."]
+
+[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
+anims/Move = SubResource( 1 )
+anims/Take = SubResource( 2 )
diff --git a/Square.gd b/Square.gd
index 818561c..5a49c02 100644
--- a/Square.gd
+++ b/Square.gd
@@ -1,6 +1,5 @@
extends ColorRect
-var realname = "Square"
var real_position = Vector2()
var circle_on = false
diff --git a/pieces/Bishop.gd b/pieces/Bishop.gd
new file mode 100644
index 0000000..e542ebf
--- /dev/null
+++ b/pieces/Bishop.gd
@@ -0,0 +1,11 @@
+extends Piece
+class_name Bishop
+
+
+func get_moves():
+ return .traverse(.all_dirs().slice(4, 8))
+
+
+func _ready():
+ ._ready()
+ shortname = "b" + team
diff --git a/pieces/King.gd b/pieces/King.gd
new file mode 100644
index 0000000..4c2c9d1
--- /dev/null
+++ b/pieces/King.gd
@@ -0,0 +1,25 @@
+extends Piece
+class_name King
+
+
+func get_moves():
+ var moves = [
+ .pos_around(Vector2.UP),
+ .pos_around(Vector2.DOWN),
+ .pos_around(Vector2.LEFT),
+ .pos_around(Vector2.RIGHT),
+ .pos_around(Vector2(1, 1)),
+ .pos_around(Vector2(1, -1)),
+ .pos_around(Vector2(-1, 1)),
+ .pos_around(Vector2(-1, -1))
+ ]
+ var final = []
+ for i in moves:
+ if .is_on_board(i):
+ final.append(i)
+ return final
+
+
+func _ready():
+ ._ready()
+ shortname = "k" + team
diff --git a/pieces/Knight.gd b/pieces/Knight.gd
new file mode 100644
index 0000000..2ba7277
--- /dev/null
+++ b/pieces/Knight.gd
@@ -0,0 +1,28 @@
+class_name Knight
+extends Piece
+
+
+func get_moves():
+ var moves = [
+ pos_around(Vector2(-2, -1)),
+ pos_around(Vector2(-2, 1)),
+ pos_around(Vector2(2, -1)),
+ pos_around(Vector2(2, 1)),
+ pos_around(Vector2(-1, -2)),
+ pos_around(Vector2(1, -2)),
+ pos_around(Vector2(-1, 2)),
+ pos_around(Vector2(1, 2))
+ ]
+ var final = []
+ for i in moves:
+ if is_on_board(i):
+ if check_spots_check:
+ if !checkcheck(i):
+ continue
+ final.append(i)
+ return final
+
+
+func _ready():
+ ._ready()
+ shortname = "k" + team
diff --git a/pieces/Pawn.gd b/pieces/Pawn.gd
new file mode 100644
index 0000000..55892bc
--- /dev/null
+++ b/pieces/Pawn.gd
@@ -0,0 +1,41 @@
+extends Piece
+class_name Pawn
+
+
+func get_moves():
+ var points = [Vector2.UP, Vector2.UP * 2]
+ var whiteint = 1 if white else -1
+ var moves = []
+ for i in range(len(points)):
+ var point = points[i]
+ point *= whiteint
+ point = pos_around(point)
+ if at_pos(point) == null:
+ if i == 1 and has_moved or at_pos(pos_around(points[0] * whiteint)) != null:
+ continue
+ if check_spots_check:
+ if !checkcheck(point):
+ continue
+ if is_on_board(point):
+ moves.append(point)
+ return moves
+
+
+func get_attacks():
+ var points = [Vector2.UP + Vector2.RIGHT, Vector2.UP + Vector2.LEFT]
+ var whiteint = int(white)
+ var moves = []
+ for i in range(len(points)):
+ var point = points[i]
+ point *= whiteint
+ point = pos_around(point)
+ if !is_on_board(point):
+ continue
+ if at_pos(point) != null and at_pos(point).white != white:
+ moves.append(point)
+ return moves
+
+
+func _ready():
+ ._ready()
+ shortname = "p" + team
diff --git a/pieces/Piece.gd b/pieces/Piece.gd
new file mode 100644
index 0000000..676c37f
--- /dev/null
+++ b/pieces/Piece.gd
@@ -0,0 +1,180 @@
+extends Node2D
+class_name Piece, "res://assets/california/wP.png"
+
+var real_position = Vector2.ZERO
+var white := true
+var shortname = ""
+var has_moved = false
+var sprite
+var frameon
+var team = "w"
+var check_spots_check = true
+
+onready var tween = $Tween
+onready var anim = $AnimationPlayer
+onready var colorrect = $ColorRect
+onready var frame = $Frame
+
+
+func _ready():
+ team = "W" if white else "B"
+ frame.position = Globals.grid.piece_size / 2
+ frame.modulate = Globals.grid.overlay_color
+ colorrect.color = Globals.grid.overlay_color
+ colorrect.rect_size = Globals.grid.piece_size
+
+
+func clicked():
+ colorrect.show()
+ set_circle(get_moves())
+ set_circle(get_attacks(), "take")
+ print(shortname, " was clicked")
+
+
+func clear_clicked():
+ colorrect.hide()
+ Globals.grid.clear_fx()
+
+
+func move(newpos: Vector2): # dont use directly; use moveto
+ has_moved = true
+ tween.interpolate_property(
+ self,
+ "global_position",
+ global_position,
+ newpos * Globals.grid.piece_size,
+ 0.5,
+ Tween.TRANS_BACK,
+ Tween.EASE_IN_OUT
+ )
+ anim.play("Move")
+ tween.start()
+ # global_position = newpos * Globals.grid.piece_size
+
+
+func moveto(position, real = true):
+ Globals.grid.matrix[real_position.y][real_position.x] = null
+ Globals.grid.matrix[position.y][position.x] = self
+ if real:
+ real_position = position
+ move(position)
+
+
+func pos_around(around_vector):
+ return real_position + around_vector
+
+
+func all_dirs():
+ return [
+ Vector2.UP,
+ Vector2.DOWN,
+ Vector2.LEFT,
+ Vector2.RIGHT,
+ Vector2(1, 1),
+ Vector2(1, -1),
+ Vector2(-1, 1),
+ Vector2(-1, -1)
+ ]
+
+
+func traverse(arr = [Vector2.UP, Vector2.DOWN, Vector2.LEFT, Vector2.RIGHT]):
+ var circle_array = []
+ for i in arr:
+ var pos = real_position
+ while true:
+ pos += i
+ if !is_on_board(pos):
+ break
+
+ if at_pos(pos) != null: # only one black
+ if check_spots_check:
+ if checkcheck(pos):
+ circle_array.append(pos)
+ break
+ break
+ break
+ if check_spots_check:
+ if !checkcheck(pos):
+ continue
+ circle_array.append(pos)
+ return circle_array
+
+
+func at_pos(vector):
+ return Globals.grid.matrix[vector.y][vector.x]
+
+
+func get_moves(): # @Override
+ pass
+
+
+func get_attacks(): # @Override
+ var moves = get_moves() # assumes the attacks are same as moves
+ var final = []
+ for i in moves:
+ if at_pos(i) != null and at_pos(i).white != white:
+ final.append(i)
+ return final
+
+
+func can_check_king(king):
+ check_spots_check = false
+ for attackable in get_attacks():
+ if at_pos(attackable) == king:
+ check_spots_check = true
+ return true
+ check_spots_check = true
+ return false
+
+
+func create_move_circles(pos):
+ Globals.grid.background_matrix[pos.x][pos.y].set_circle(true) # make the move circle
+
+
+func create_take_circles(spot): # create take circles
+ spot.set_frame(true) # turn on the little take frame on the piece, to show its takeable
+
+
+func set_circle(positions: Array, type := "move"):
+ for pos in positions:
+ var spot = at_pos(pos) # get the piece at the position
+ if type == "move": # if the type is move
+ create_move_circles(pos) # create the move circle
+ elif type == "take": # if the type is take
+ create_take_circles(spot) # if the king is in check, return true
+
+
+func checkcheck(pos): # moves to position, then checks if your king is in check
+ 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 " + shortname + " to " + str(pos))
+ var retu = true # return true by default
+ if !Globals.grid.check_in_check(): # 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
+
+
+func is_on_board(vector: Vector2):
+ if vector.y < 0 or vector.y > 7 or vector.x < 0 or vector.x > 7:
+ return false
+ return true
+
+
+func take(piece: Piece):
+ clear_clicked()
+ piece.took()
+ moveto(piece.real_position)
+
+
+func took(): # called when piece is taken
+ anim.play("Take")
+
+
+func set_frame(value):
+ frameon = value
+ frame.visible = value
diff --git a/pieces/Queen.gd b/pieces/Queen.gd
new file mode 100644
index 0000000..8fdb900
--- /dev/null
+++ b/pieces/Queen.gd
@@ -0,0 +1,11 @@
+extends Piece
+class_name Queen
+
+
+func get_moves():
+ return .traverse(.all_dirs())
+
+
+func _ready():
+ ._ready()
+ shortname = "q" + team
diff --git a/pieces/Rook.gd b/pieces/Rook.gd
new file mode 100644
index 0000000..85eb97b
--- /dev/null
+++ b/pieces/Rook.gd
@@ -0,0 +1,11 @@
+class_name Rook
+extends Piece
+
+
+func get_moves():
+ return .traverse()
+
+
+func _ready():
+ ._ready()
+ shortname = "r" + team
diff --git a/project.godot b/project.godot
index 532f2e0..223672b 100644
--- a/project.godot
+++ b/project.godot
@@ -9,19 +9,55 @@
config_version=4
_global_script_classes=[ {
+"base": "Piece",
+"class": "Bishop",
+"language": "GDScript",
+"path": "res://pieces/Bishop.gd"
+}, {
"base": "Node2D",
"class": "Grid",
"language": "GDScript",
"path": "res://Grid.gd"
}, {
+"base": "Piece",
+"class": "King",
+"language": "GDScript",
+"path": "res://pieces/King.gd"
+}, {
+"base": "Piece",
+"class": "Knight",
+"language": "GDScript",
+"path": "res://pieces/Knight.gd"
+}, {
+"base": "Piece",
+"class": "Pawn",
+"language": "GDScript",
+"path": "res://pieces/Pawn.gd"
+}, {
"base": "Node2D",
"class": "Piece",
"language": "GDScript",
-"path": "res://Piece.gd"
+"path": "res://pieces/Piece.gd"
+}, {
+"base": "Piece",
+"class": "Queen",
+"language": "GDScript",
+"path": "res://pieces/Queen.gd"
+}, {
+"base": "Piece",
+"class": "Rook",
+"language": "GDScript",
+"path": "res://pieces/Rook.gd"
} ]
_global_script_class_icons={
+"Bishop": "",
"Grid": "",
-"Piece": "res://assets/california/wP.png"
+"King": "",
+"Knight": "",
+"Pawn": "",
+"Piece": "res://assets/california/wP.png",
+"Queen": "",
+"Rook": ""
}
[application]