extends Node2D
class_name Piece, "res://assets/california/wP.png"
var real_position = Vector2.ZERO
var white := true
var realname = "pawn"
var has_moved = false
var sprite
var black_holder
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
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):
Globals.grid.matrix[real_position.y][real_position.x] = null
Globals.grid.matrix[position.y][position.x] = self
real_position = position
move(position)
Globals.turn = not Globals.turn
Globals.turns += 1
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 create_circles():
# for motion
match realname:
"pawn":
var carry = (
[pos_around(Vector2.UP)]
if has_moved
else [pos_around(Vector2.UP), pos_around(Vector2.UP * 2)]
)
if !white:
carry = (
[pos_around(Vector2.DOWN)]
if has_moved
else [pos_around(Vector2.DOWN), pos_around(Vector2.DOWN * 2)]
)
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:
continue
carry.append(i)
set_circle(carry, "take")
"king":
var carry = [
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))
]
set_circle(carry)
set_circle(carry, "take") # king ez
"knight":
var carry = [
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))
]
set_circle(carry)
set_circle(carry, "take")
"rook":
var carry = traverse(all_dirs().slice(0, 4))
set_circle(carry)
set_circle(carry, "take")
"bishop":
var carry = traverse(all_dirs().slice(4, 8))
set_circle(carry)
set_circle(carry, "take")
"queen":
var carry = traverse(all_dirs())
set_circle(carry)
set_circle(carry, "take")
func traverse(arr = [Vector2.UP, Vector2.DOWN, Vector2.LEFT, Vector2.RIGHT]):
var carry = []
for i in arr:
black_holder = false
var pos = real_position
while true:
pos = pos + i
pos = clamp_vector(pos)
if !traverse_helper(pos):
break
carry.append(pos)
black_holder = false
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 at_pos(vector):
return Globals.grid.matrix[vector.y][vector.x]
func set_circle(positions: Array, type := "move"):
for i in range(len(positions)):
var pos = clamp_vector(positions[i])
if pos == null:
continue
var spot = at_pos(pos)
if type == "move":
if spot:
continue
Globals.grid.background_matrix[pos.x][pos.y].set_circle(true)
elif type == "take":
if spot and spot.white != Globals.turn:
spot.set_frame(true)
func set_frame(boolean):
frame.visible = boolean
func clamp_vector(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
func take(piece: Piece):
var piecepos = piece.real_position
piece.queue_free()
moveto(piecepos)