online multiplayer chess game (note server currently down)
Diffstat (limited to 'Piece.gd')
-rw-r--r--Piece.gd97
1 files changed, 60 insertions, 37 deletions
diff --git a/Piece.gd b/Piece.gd
index 966319a..2f01a6f 100644
--- a/Piece.gd
+++ b/Piece.gd
@@ -6,7 +6,7 @@ var white := true
var realname = "pawn"
var has_moved = false
var sprite
-
+var frameon = false
var black_holder
onready var tween = $Tween
@@ -55,6 +55,7 @@ func moveto(position):
move(position)
Globals.turn = not Globals.turn
Globals.turns += 1
+ Events.emit_signal("turn_over")
func pos_around(around_vector):
@@ -74,7 +75,16 @@ func all_dirs():
]
-func create_circles():
+func reality(carry, real):
+ if real:
+ set_circle(carry)
+ set_circle(carry, "take")
+ else:
+ var result = set_circle(carry, "take", false)
+ return result # checking if king is takeable
+
+
+func create_circles(real = true):
# for motion
match realname:
"pawn":
@@ -89,18 +99,22 @@ func create_circles():
if has_moved
else [pos_around(Vector2.DOWN), pos_around(Vector2.DOWN * 2)]
)
- set_circle(carry)
+ if real:
+ set_circle(carry)
# deal with the take logic
carry = []
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:
- i = clamp_vector(i)
- if i == null:
+ i = check_bounds(i)
+ if !i:
continue
carry.append(i)
- set_circle(carry, "take")
+ if real:
+ set_circle(carry, "take")
+ else:
+ return set_circle(carry, "take", false)
"king":
var carry = [
pos_around(Vector2.UP),
@@ -112,8 +126,7 @@ func create_circles():
pos_around(Vector2(-1, 1)),
pos_around(Vector2(-1, -1))
]
- set_circle(carry)
- set_circle(carry, "take") # king ez
+ return reality(carry, real)
"knight":
var carry = [
pos_around(Vector2(-2, -1)),
@@ -125,20 +138,16 @@ func create_circles():
pos_around(Vector2(-1, 2)),
pos_around(Vector2(1, 2))
]
- set_circle(carry)
- set_circle(carry, "take")
+ return reality(carry, real)
"rook":
var carry = traverse(all_dirs().slice(0, 4))
- set_circle(carry)
- set_circle(carry, "take")
+ return reality(carry, real)
"bishop":
var carry = traverse(all_dirs().slice(4, 8))
- set_circle(carry)
- set_circle(carry, "take")
+ return reality(carry, real)
"queen":
var carry = traverse(all_dirs())
- set_circle(carry)
- set_circle(carry, "take")
+ return reality(carry, real)
func traverse(arr = [Vector2.UP, Vector2.DOWN, Vector2.LEFT, Vector2.RIGHT]):
@@ -148,34 +157,35 @@ func traverse(arr = [Vector2.UP, Vector2.DOWN, Vector2.LEFT, Vector2.RIGHT]):
var pos = real_position
while true:
pos = pos + i
- pos = clamp_vector(pos)
- if !traverse_helper(pos):
+ pos = check_bounds(pos)
+ if blocking(pos):
break
carry.append(pos)
black_holder = false
+ pd(carry, realname == "queen")
return carry
-func traverse_helper(pos):
- if pos == null:
- return null
- pos = at_pos(pos)
- if pos:
- if pos.white != Globals.turn and !black_holder:
- black_holder = true
- return true
- return null
- return true
+func blocking(pos):
+ if pos == null: # its null
+ return true
+ var piece = at_pos(pos) # get the piece at pos
+ if piece: # it isnt null
+ if piece.white != Globals.turn and !black_holder: # other team
+ black_holder = true # store a variable so we can have one black thing
+ return false
+ return true
+ return false # it is null
func at_pos(vector):
return Globals.grid.matrix[vector.y][vector.x]
-func set_circle(positions: Array, type := "move"):
+func set_circle(positions: Array, type := "move", real = true):
for i in range(len(positions)):
- var pos = clamp_vector(positions[i])
- if pos == null:
+ var pos = check_bounds(positions[i])
+ if !pos:
continue
var spot = at_pos(pos)
if type == "move":
@@ -183,19 +193,32 @@ func set_circle(positions: Array, type := "move"):
continue
Globals.grid.background_matrix[pos.x][pos.y].set_circle(true)
elif type == "take":
- if spot and spot.white != Globals.turn:
+ var team = Globals.turn if real else !Globals.turn
+ if spot and spot.white != team:
spot.set_frame(true)
+ if spot.realname == "king":
+ if real:
+ printerr("shit")
+ else:
+ print("chec")
+ return true
+ return false
+
+
+func pd(string, toprint):
+ if toprint:
+ print(string)
-func set_frame(boolean):
- frame.visible = boolean
+func set_frame(boolean, real = true):
+ frameon = boolean
+ if real:
+ frame.visible = boolean
-func clamp_vector(vector: Vector2):
+func check_bounds(vector: Vector2):
if vector.y < 0 or vector.y > 7 or vector.x < 0 or vector.x > 7:
return null
- vector.x = clamp(vector.x, 0, 7)
- vector.y = clamp(vector.y, 0, 7)
return vector