extends Node var player : int var turn_player : int var board_size : int var cell_size : int var grid_pos : Vector2i var grid_data : Array # matrice 8 pe 8 var start_pos : Vector2i # retine primul click dat / piesa pe care se doreste a muta var start_piesa : int # Called when the node enters the scene tree for the first time. func _ready(): board_size = $Board.texture.get_width() # imparte board_size la 8 pentru a obtine dimensiunea fiecarei celule cell_size = board_size / 8 turn_player = 1 new_game() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _input(event): if event is InputEventMouseButton : if event.button_index == MOUSE_BUTTON_LEFT and event.pressed : #verifica daca mouse-ul e pe tabla de jo if event.position.x < board_size: #convertire pozitie mouse in locatie grid grid_pos = Vector2i(event.position / cell_size) # grid_pos memoreza [coloana, linie] #verificare daca in chenar este piesa player-ului care a dat click: #pt player = 1 if grid_data[grid_pos.y][grid_pos.x] > 0 and player == 1 : start_piesa = grid_data[grid_pos.y][grid_pos.x] start_pos = grid_pos print("player", player, "a apasat pe chenarul ", grid_pos ) print("a fost selectata piesa ", start_piesa) turn_player = 2 # verificare daca al doi-Lea click este pe o pozitie libera if grid_pos != start_pos and player == 1: print("trece de primul if") if grid_data[grid_pos.y][grid_pos.x] == 0: #marcare noua pozitie a piesei grid_data[grid_pos.y][grid_pos.x] = start_piesa #demarcare vechea pozitie a piesei grid_data[start_pos.y][start_pos.x] = 0 print(grid_pos) print(grid_data) turn_player = 3 # pt player 2 if player == -1 and grid_data[grid_pos.y][grid_pos.x] < 0 : start_piesa = grid_data[grid_pos.y][grid_pos.x] start_pos = grid_pos print("player", player, "a apasat pe chenarul ", grid_pos ) print("a fost selectata piesa ", start_piesa) # verificare daca al doi-Lea click este pe o pozitie libera if grid_pos != start_pos and player == -1: print("trece de primul if") if grid_data[grid_pos.y][grid_pos.x] == 0: #marcare noua pozitie a piesei grid_data[grid_pos.y][grid_pos.x] = start_piesa #demarcare vechea pozitie a piesei grid_data[start_pos.y][start_pos.x] = 0 print(grid_pos) print(grid_data) #schimbare player func new_game(): player = 1 grid_data = [ [0, 6, 0, 0, 0, 0, -6, 0], [0, 6, 0, 0, 0, 0, -6, 0], [0, 6, 0, 0, 0, 0, -6, 0], [0, 6, 0, 0, 0, 0, -6, 0], [0, 6, 0, 0, 0, 0, -6, 0], [0, 6, 0, 0, 0, 0, -6, 0], [0, 6, 0, 0, 0, 0, -6, 0], [0, 6, 0, 0, 0, 0, -6, 0] ]