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Prima zii de lucrat la jocul de sah, tabla este in dezvoltare, avem probleme cu modul de a altera mutarile playerilor
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# Godot 4+ specific ignores
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.godot/
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extends Node
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var player : int
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var turn_player : 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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# Called when the node enters the scene tree for the first time.
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func _ready():
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	board_size = $Board.texture.get_width()
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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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	turn_player = 1
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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 jo
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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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				#verificare daca in chenar este piesa player-ului care a dat click:
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				#pt player = 1
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				if grid_data[grid_pos.y][grid_pos.x] > 0 and player == 1 :
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					start_piesa = grid_data[grid_pos.y][grid_pos.x]
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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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					turn_player = 2
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				# verificare daca al doi-Lea click este pe o pozitie libera
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				if grid_pos != start_pos and player == 1:
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						print("trece de primul if")
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						if grid_data[grid_pos.y][grid_pos.x] == 0:
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							#marcare noua pozitie a piesei
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							grid_data[grid_pos.y][grid_pos.x] = start_piesa
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							#demarcare vechea pozitie a piesei
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							grid_data[start_pos.y][start_pos.x] = 0
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							print(grid_pos)
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							print(grid_data)
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							turn_player = 3
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				# pt player 2
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				if player == -1 and grid_data[grid_pos.y][grid_pos.x] < 0 :
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					start_piesa = grid_data[grid_pos.y][grid_pos.x]
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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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				# verificare daca al doi-Lea click este pe o pozitie libera
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				if grid_pos != start_pos and player == -1:
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						print("trece de primul if")
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						if grid_data[grid_pos.y][grid_pos.x] == 0:
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							#marcare noua pozitie a piesei
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							grid_data[grid_pos.y][grid_pos.x] = start_piesa
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							#demarcare vechea pozitie a piesei
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							grid_data[start_pos.y][start_pos.x] = 0
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							print(grid_pos)
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							print(grid_data)
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				#schimbare player						
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func new_game():
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	player = 1
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	grid_data = [
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		[0, 6, 0, 0, 0, 0, -6, 0],
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		[0, 6, 0, 0, 0, 0, -6, 0], 
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		[0, 6, 0, 0, 0, 0, -6, 0],
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		[0, 6, 0, 0, 0, 0, -6, 0],
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		[0, 6, 0, 0, 0, 0, -6, 0],
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		[0, 6, 0, 0, 0, 0, -6, 0],
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		[0, 6, 0, 0, 0, 0, -6, 0],
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		[0, 6, 0, 0, 0, 0, -6, 0]
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		]
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								main.tscn
									
									
									
									
									
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[gd_scene load_steps=3 format=3 uid="uid://d3fe3x8i4thex"]
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[ext_resource type="Script" path="res://Node.gd" id="1_ox6fu"]
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[ext_resource type="Texture2D" uid="uid://c6uu24qr8n5qp" path="res://Asset/Tabla sah1 - Copy.jpg" id="2_erbmr"]
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[node name="Main" type="Node"]
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script = ExtResource("1_ox6fu")
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[node name="Board" type="Sprite2D" parent="."]
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position = Vector2(379, 386)
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rotation = 1.5708
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texture = ExtResource("2_erbmr")
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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;   [section] ; section goes between []
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;   param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="Joc sah 1"
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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[display]
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window/size/viewport_width=757
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window/size/viewport_height=763
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