extends Control
var arrows := [] # [from, to, color]
var circles := [] # [position, color]
var first: Vector2
var b: Grid
var t := 0.0
const w := 15
export(Color) var red_overlay
export(Color) var green_overlay
func _setup(_b: Grid):
b = _b
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 left_clicked(sq: String) -> void:
if !b.get_piece(sq):
clear_arrows()
func _process(delta):
t += delta
update()
func _draw():
if !b:
return
var s = b.piece_size
if first:
var shift = Input.is_action_pressed("shift")
var loc_m = ((b.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).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_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:
var arr := [first, m_pos, clr]
for i in range(len(arrows)):
if arrows[i][0] == first and arrows[i][1] == m_pos:
arrows.remove(i)
flag = false
break
if flag:
arrows.append(arr)
elif t <= .25:
var arr := [first, clr]
for i in range(len(circles)):
if circles[i][0] == arr[0]:
circles.remove(i)
flag = false
break
if flag:
circles.append(arr)
first = Vector2.ZERO
t = 0
for a in arrows:
draw_arrow(a[0], a[1], a[2])
for ci in circles:
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.
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 clear_arrows():
arrows.resize(0)
circles.resize(0)
first = Vector2.ZERO
func on_turn_over():
if b.chess.turn != Globals.team: # i just went; arrows can go away now
clear_arrows()