online multiplayer chess game (note server currently down)
Diffstat (limited to 'ui/board/Arrows.gd')
-rw-r--r--ui/board/Arrows.gd41
1 files changed, 28 insertions, 13 deletions
diff --git a/ui/board/Arrows.gd b/ui/board/Arrows.gd
index c871c71..cc9afca 100644
--- a/ui/board/Arrows.gd
+++ b/ui/board/Arrows.gd
@@ -6,9 +6,12 @@ var first: Vector2
var ev: Vector2
var b: Grid
-const w = 15
+var t := 0.0
+
+const w := 15
export(Color) var red_overlay
+export(Color) var green_overlay
func _setup(_b: Grid):
@@ -16,13 +19,21 @@ func _setup(_b: Grid):
Events.connect("turn_over", self, "on_turn_over")
for k in Chess.SQUARE_MAP:
b.background_array[Chess.SQUARE_MAP[k]].connect("right_clicked", self, "right_clicked", [k])
+ b.background_array[Chess.SQUARE_MAP[k]].connect("clicked", self, "left_clicked", [k])
func right_clicked(clicked: String) -> void:
+ t = 0
first = ((Chess.algebraic2vec(clicked) * b.piece_size) + b.piece_size / 2)
-func _process(_delta):
+func left_clicked(sq: String) -> void:
+ if !b.get_piece(sq):
+ clear_arrows()
+
+
+func _process(delta):
+ t += delta
update()
@@ -30,19 +41,17 @@ func _draw():
if !b:
return
var s = b.piece_size
- var c = b.overlay_color
if first:
var shift = Input.is_action_pressed("shift")
var loc_m = ((get_local_mouse_position() / s) - Vector2(.5, .5)).round()
loc_m = Vector2(clamp(loc_m.x, 0, 7), clamp(loc_m.y, 0, 7))
- var m_pos = (loc_m * s) + s / 2
- var clr = red_overlay if shift else c
+ var m_pos = ((loc_m * s) + s / 2).move_toward(first, 25)
+ var clr = red_overlay if shift else green_overlay
if Input.is_action_pressed("rclick"): # previews
if first != m_pos:
- draw_line(first, m_pos, clr, w, true)
- draw_triangle(first.angle_to_point(m_pos), m_pos, clr)
- else:
- draw_arc(first, (s.x / 2) - 5, 0, PI * 2, 40, clr, 10, true)
+ draw_arrow(first, m_pos, clr)
+ elif t <= .25:
+ draw_arc(first, (s.x / 2) - 6, 0, PI * 2, 40, clr, 10, true)
else:
var flag := true # no for-else :c
if first != m_pos:
@@ -54,7 +63,7 @@ func _draw():
break
if flag:
arrows.append(arr)
- else:
+ elif t <= .25:
var arr := [first, clr]
for i in range(len(circles)):
if circles[i][0] == arr[0]:
@@ -64,12 +73,18 @@ func _draw():
if flag:
circles.append(arr)
first = Vector2.ZERO
+ t = 0
for a in arrows:
- draw_line(a[0], a[1], a[2], w, true)
- draw_triangle(a[0].angle_to_point(a[1]), a[1], a[2])
+ draw_arrow(a[0], a[1], a[2])
for ci in circles:
- draw_arc(ci[0], (s.x / 2) - 5, 0, PI * 2, 40, ci[1], 10, true)
+ draw_arc(ci[0], (s.x / 2) - 6, 0, PI * 2, 40, ci[1], 10, true)
+
+
+func draw_arrow(start: Vector2, end: Vector2, clr: Color):
+ draw_circle(start, float(w) / 2, clr)
+ draw_line(start, end, clr, w, true)
+ draw_triangle(start.angle_to_point(end), end, clr)
# r: the radians of rotation.