272 lines
12 KiB
GDScript
272 lines
12 KiB
GDScript
extends Node
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@export var piesa_neagra_scene: PackedScene
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@export var piesa_alba_scene: PackedScene
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@export var cadran_negru_scene: PackedScene
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var player : int
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var pasi : int
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var piesa : int
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var board_size : int
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var cell_size : int
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var grid_pos : Vector2i
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var grid_data : Array # matrice 8 pe 8
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var start_pos : Vector2i # retine primul click dat / piesa pe care se doreste a muta
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var start_piesa : int
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var temp_marker
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# Called when the node enters the scene tree for the first time.
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func _ready():
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board_size = 788
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# imparte board_size la 8 pentru a obtine dimensiunea fiecarei celule
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cell_size = board_size / 8
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new_game()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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func _input(event):
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if event is InputEventMouseButton :
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if event.button_index == MOUSE_BUTTON_LEFT and event.pressed :
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#verifica daca mouse-ul e pe tabla de joc
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if event.position.x < board_size:
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#convertire pozitie mouse in locatie grid
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grid_pos = Vector2i(event.position / cell_size) # grid_pos memoreza [coloana, linie]
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if player == 1 :
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if grid_data[grid_pos.y][grid_pos.x][0] == 1 and pasi == 1 :
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start_piesa = grid_data[grid_pos.y][grid_pos.x][0]
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start_pos = grid_pos
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print("player", player, "a apasat pe chenarul ", grid_pos )
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print("a fost selectata piesa ", start_piesa)
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pasi = 2
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# cmiscare pe diagonala un patratel piesa neagra
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elif grid_pos.x == start_pos.x + 2 and grid_pos.y == start_pos.y + 2 : capturare_diagonala_jos_negru()
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elif grid_pos.x == start_pos.x + 2 and grid_pos.y == start_pos.y - 2 : capturare_diagonala_sus_negru()
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else : deplasare_diagonala_negru()
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elif player == -1 :
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if grid_data[grid_pos.y][grid_pos.x][0] < 0 and pasi == 1 :
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start_piesa = grid_data[grid_pos.y][grid_pos.x][0]
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start_pos = grid_pos
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print("player ", player, " a apasat pe chenarul ", grid_pos )
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print("a fost selectata piesa ", start_piesa)
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pasi = 2
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elif grid_pos.x == start_pos.x - 2 and grid_pos.y == start_pos.y - 2 : capturare_diagonala_jos_alb()
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elif grid_pos.x == start_pos.x - 2 and grid_pos.y == start_pos.y + 2 : capturare_diagonala_sus_alb()
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else : deplasare_diagonala_alb()
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#capturare piesa de catre pion negru pe diagonala
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 :
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if grid_pos.x == start_pos.x - 1 and grid_pos.y == start_pos.y + 1 or grid_pos.x == start_pos.x - 1 and grid_pos.y == start_pos.y - 1 :
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if pasi == 2:
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print("trece de primul if")
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#marcare noua pozitie a piesei
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grid_data[grid_pos.y][grid_pos.x][0] = start_piesa
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create_marker(-1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 + 5 ))
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#demarcare vechea pozitie a piesei
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create_marker(grid_data[start_pos.y][start_pos.x][1], start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y][start_pos.x][0] = 0
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print(grid_pos)
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print(grid_data)
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pasi = 1
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player = 1
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func new_game():
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player = 1
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# [5,1] a doua valoare marcheaza culoarea chenarului tablei de joc, 7 = negru, 8 = alb
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grid_data = [
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[[1,7], [0,8], [0,7], [0,8], [0,7], [0,8], [-1,7], [0,8]],
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[[0,8], [1,7], [0,8], [0,7], [0,8], [0,7], [0,8], [-1,7]],
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[[1,7], [0,8], [0,7], [0,8], [0,7], [0,8], [-1,7], [0,8]],
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[[0,8], [1,7], [0,8], [0,7], [0,8], [0,7], [0,8], [-1,7]],
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[[1,7], [0,8], [0,7], [0,8], [0,7], [0,8], [-1,7], [0,8]],
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[[0,8], [1,7], [0,8], [0,7], [0,8], [0,7], [0,8], [-1,7]],
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[[1,7], [0,8], [0,7], [0,8], [0,7], [0,8], [-1,7], [0,8]],
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[[0,8], [1,7], [0,8], [0,7], [0,8], [0,7], [0,8], [-1,7]]
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]
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pasi = 1
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#punerea pieselor negre (player1)
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create_marker(1, Vector2i(0,0) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(1, Vector2i(0,2) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(1, Vector2i(0,4) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(1, Vector2i(0,6) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(1, Vector2i(1,1) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(1, Vector2i(1,3) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(1, Vector2i(1,5) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(1, Vector2i(1,7) * cell_size + Vector2i(cell_size /2, cell_size /2))
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#punerea pieselor albe(player2)
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create_marker(-1, Vector2i(6,0) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-1, Vector2i(6,2) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-1, Vector2i(6,4) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-1, Vector2i(6,6) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-1, Vector2i(7,1) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-1, Vector2i(7,3) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-1, Vector2i(7,5) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-1, Vector2i(7,7) * cell_size + Vector2i(cell_size /2, cell_size /2))
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func create_marker(piesa, position) :
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#creaza un marcker node si il adauga ca un child
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if piesa==1:
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var piesa_neagra = piesa_neagra_scene.instantiate()
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piesa_neagra.position=position
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add_child(piesa_neagra)
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if piesa==-1:
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var piesa_alba=piesa_alba_scene.instantiate()
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piesa_alba.position=position
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add_child(piesa_alba)
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if piesa == 7:
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var cadran_negru = cadran_negru_scene.instantiate()
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cadran_negru.position = position
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add_child(cadran_negru)
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func deplasare_diagonala_negru():
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if grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 :
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if grid_pos.x == start_pos.x + 1 and grid_pos.y == start_pos.y + 1 or grid_pos.x == start_pos.x + 1 and grid_pos.y == start_pos.y - 1 :
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if pasi == 2:
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print("trece de primul if")
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#marcare noua pozitie a piesei
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grid_data[grid_pos.y][grid_pos.x][0] = start_piesa
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create_marker(1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 + 5 ))
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#demarcare vechea pozitie a piesei
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create_marker(grid_data[start_pos.y][start_pos.x][1], start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y][start_pos.x][0] = 0
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print(grid_pos)
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print(grid_data)
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pasi = 1
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player = -1
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func capturare_diagonala_jos_negru():
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print("punct control1")
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if grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 :
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print("punct control 2")
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if grid_pos.x == start_pos.x + 2 and grid_pos.y == start_pos.y + 2 :
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print("punct control 3")
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print(start_pos.x + 1, start_pos.y + 1)
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if grid_data[start_pos.y + 1][start_pos.x + 1][0] <= 0 :
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print("punct control 4")
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if pasi == 2:
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print("trece de primul if")
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#marcare noua pozitie a piesei
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grid_data[grid_pos.y][grid_pos.x][0] = start_piesa
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create_marker(1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 + 5 ))
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#demarcare vechea pozitie a piesei
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create_marker(grid_data[start_pos.y][start_pos.x][1], start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y][start_pos.x][0] = 0
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#demarcare piesa capturata
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start_pos.x +=1
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start_pos.y +=1
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create_marker(7, start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y + 1][start_pos.x + 1][0] = 0
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print(grid_pos)
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print(grid_data)
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pasi = 1
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player = -1
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func capturare_diagonala_sus_negru():
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print("punct control1")
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if grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 :
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print("punct control 2")
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if grid_pos.x == start_pos.x + 2 and grid_pos.y == start_pos.y - 2 :
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print("punct control 3")
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print(start_pos.x + 1, start_pos.y - 1)
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if grid_data[start_pos.y - 1][start_pos.x + 1][0] <= 0 :
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print("punct control 4")
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if pasi == 2:
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print("trece de primul if")
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#marcare noua pozitie a piesei
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grid_data[grid_pos.y][grid_pos.x][0] = start_piesa
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create_marker(1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 + 5 ))
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#demarcare vechea pozitie a piesei
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create_marker(grid_data[start_pos.y][start_pos.x][1], start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y][start_pos.x][0] = 0
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#demarcare piesa capturata
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start_pos.x +=1
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start_pos.y -=1
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create_marker(7, start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y -1 ][start_pos.x + 1][0] = 0
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print(grid_pos)
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print(grid_data)
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pasi = 1
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player = -1
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func capturare_diagonala_sus_alb():
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print("punct control1")
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if grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 :
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print("punct control 2")
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if grid_pos.x == start_pos.x - 2 and grid_pos.y == start_pos.y + 2 :
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print("punct control 3")
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print(start_pos.x - 1, start_pos.y + 1)
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if grid_data[start_pos.y + 1][start_pos.x - 1][0] > 0 :
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print("punct control 4")
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if pasi == 2:
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print("trece de primul if")
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#marcare noua pozitie a piesei
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grid_data[grid_pos.y][grid_pos.x][0] = start_piesa
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create_marker(-1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 + 5 ))
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#demarcare vechea pozitie a piesei
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create_marker(grid_data[start_pos.y][start_pos.x][1], start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y][start_pos.x][0] = 0
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#demarcare piesa capturata
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start_pos.x -=1
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start_pos.y +=1
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create_marker(7, start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y + 1][start_pos.x - 1][0] = 0
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print(grid_pos)
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print(grid_data)
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pasi = 1
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player = 1
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func capturare_diagonala_jos_alb():
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print("punct control1")
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print(grid_data[grid_pos.y][grid_pos.x][0])
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if grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 :
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print("punct control 2")
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if grid_pos.x == start_pos.x - 2 and grid_pos.y == start_pos.y - 2 :
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print("punct control 3")
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print(start_pos.x - 1, start_pos.y - 1)
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if grid_data[start_pos.y - 1][start_pos.x - 1][0] > 0 :
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print("punct control 4")
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if pasi == 2:
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print("trece de primul if")
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#marcare noua pozitie a piesei
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grid_data[grid_pos.y][grid_pos.x][0] = start_piesa
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create_marker(-1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 + 5 ))
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#demarcare vechea pozitie a piesei
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create_marker(grid_data[start_pos.y][start_pos.x][1], start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y][start_pos.x][0] = 0
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#demarcare piesa capturata
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start_pos.x -=1
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start_pos.y -=1
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create_marker(7, start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y + 1][start_pos.x + 1][0] = 0
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print(grid_pos)
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print(grid_data)
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pasi = 1
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player = 1
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func deplasare_diagonala_alb():
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if grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 :
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if grid_pos.x == start_pos.x - 1 and grid_pos.y == start_pos.y - 1 or grid_pos.x == start_pos.x - 1 and grid_pos.y == start_pos.y + 1 :
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if pasi == 2:
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print("trece de primul if")
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#marcare noua pozitie a piesei
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grid_data[grid_pos.y][grid_pos.x][0] = start_piesa
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create_marker(-1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 + 5 ))
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#demarcare vechea pozitie a piesei
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create_marker(grid_data[start_pos.y][start_pos.x][1], start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
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grid_data[start_pos.y][start_pos.x][0] = 0
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print(grid_pos)
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print(grid_data)
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pasi = 1
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player = 1
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