online multiplayer chess game (note server currently down)
Diffstat (limited to 'ui/board/Arrows.gd')
-rw-r--r--ui/board/Arrows.gd138
1 files changed, 0 insertions, 138 deletions
diff --git a/ui/board/Arrows.gd b/ui/board/Arrows.gd
deleted file mode 100644
index debd222..0000000
--- a/ui/board/Arrows.gd
+++ /dev/null
@@ -1,138 +0,0 @@
-extends Control
-
-const INVALID := Vector2(-1, -1)
-
-var arrows := []
-var circles := []
-var arrow_origin: Vector2 = INVALID
-var b: Grid
-
-var t := 0.0
-
-const w := 15
-
-export(Color) var red_overlay
-export(Color) var green_overlay
-
-const arrow_default_offset := .5
-const arrow_incrementing_offset := .1
-const arrow_max_incrementing_offset := .3
-
-
-func _setup(_b: Grid):
- b = _b
- 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:
- arrow_origin = Chess.algebraic2vec(clicked)
- t = 0
-
-
-func left_clicked(sq: String) -> void:
- if !b.get_piece(sq):
- clear_arrows()
-
-
-func _process(delta):
- t += delta
- update()
-
-
-func scale_vector(v: Vector2) -> Vector2:
- return (v * b.piece_size) + b.piece_size / 2
-
-
-func descale_vector(v: Vector2) -> Vector2:
- return ((v / b.piece_size) - Vector2(.5, .5)).round()
-
-
-func shorten(v: Vector2, origin: Vector2, by: float) -> Vector2:
- return (v).move_toward(origin, by)
-
-
-func shorten_arrows_at(v: Vector2) -> void:
- var shortenable := []
- for arrow in arrows:
- if arrow.coord_dest == v:
- shortenable.append(arrow)
- var shorten := (
- arrow_default_offset
- + min((len(shortenable) - 1) * arrow_incrementing_offset, arrow_max_incrementing_offset)
- )
- for arrow in shortenable:
- arrow.dest = shorten(arrow.coord_dest, arrow.origin, shorten)
-
-
-func build_arrow(from: Vector2, to: Vector2, color: Color) -> Dictionary:
- return {origin = from, dest = to, coord_dest = to, color = color}
-
-
-func _draw():
- if !b:
- return
- if arrow_origin != INVALID:
- var shift := Input.is_action_pressed("shift")
- var mouse_position := descale_vector(b.get_local_mouse_position())
- mouse_position = Vector2(clamp(mouse_position.x, 0, 7), clamp(mouse_position.y, 0, 7))
- var clr: Color = red_overlay if shift else green_overlay
- if Input.is_action_pressed("rclick"): # previews
- if arrow_origin != mouse_position:
- draw_arrow(arrow_origin, shorten(mouse_position, arrow_origin, arrow_default_offset), clr)
- elif t <= .25:
- draw_ring(arrow_origin, clr)
- else:
- var flag := true # no for-else :c
- if arrow_origin != mouse_position:
- for i in range(len(arrows)):
- if arrows[i].origin == arrow_origin and arrows[i].coord_dest == mouse_position:
- arrows.remove(i)
- flag = false
- break
- if flag:
- arrows.append(build_arrow(arrow_origin, mouse_position, clr))
- shorten_arrows_at(mouse_position)
- elif t <= .25:
- for i in range(len(circles)):
- if circles[i].origin == arrow_origin:
- circles.remove(i)
- flag = false
- break
- if flag:
- circles.append({origin = arrow_origin, color = clr})
- arrow_origin = INVALID
- t = 0
-
- for a in arrows:
- draw_arrow(a.origin, a.dest, a.color)
- for ci in circles:
- draw_ring(ci.origin, ci.color)
-
-
-func draw_arrow(start: Vector2, end: Vector2, clr: Color):
- start = scale_vector(start)
- end = scale_vector(end)
- 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.
-func draw_triangle(r: float, p: Vector2, c: Color) -> void:
- var tri: PoolVector2Array = [Vector2(-24, 0), Vector2(0, -40), Vector2(24, 0)]
- for i in range(len(tri)):
- tri[i] = tri[i].rotated(r - PI / 2) + p
- draw_primitive(tri, [c, c, c], [])
-
-
-func draw_ring(at: Vector2, clr: Color) -> void:
- at = scale_vector(at)
- draw_arc(at, (b.piece_size.x / 2) - 6, 0, PI * 2, 40, clr, 10, true)
-
-
-func clear_arrows():
- arrows.resize(0)
- circles.resize(0)
- arrow_origin = INVALID