JocSahAltaIncercare/Node.gd

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GDScript3
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2024-07-21 18:45:17 +03:00
extends Node
@export var pion_alb_scene : PackedScene
@export var pion_negru_scene : PackedScene
@export var cadran_negru_scene : PackedScene
@export var cadran_alb_scene : PackedScene
@export var tura_neagra_scene: PackedScene
@export var cal_negru_scene: PackedScene
@export var nebun_negru_scene: PackedScene
@export var regina_neagra_scene: PackedScene
@export var rege_negru_scene: PackedScene
@export var tura_alba_scene: PackedScene
@export var cal_alb_scene: PackedScene
@export var nebun_alb_scene: PackedScene
@export var regina_alba_scene: PackedScene
@export var rege_alb_scene: PackedScene
var player : int
var pasi : int
var piesa : 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
var temp_marker
var enemy : Vector2i # ajuta la retinerea valorilor pieselor inamice
var ally : Vector2i
var piesa_mutare : int
var transformare_pion = false
var piese_albe = []
var piese_negre = []
var pos_rege_alb : Vector2i
var pos_rege_negru : Vector2i
var pos_rege_actual : Vector2i
#cand simulez o mutare pentru a verifica daca pune regele in sah
#in grid_data la pozitia de start pun ca si gol
#pozitia unde se doreste deplasarea preia valoarea piesei de mutat
#la pozitia unde se deoreste deplasarea se poate afla o piesa inamica, aceea trebuie salvata
#de aici vine "piesa_capturata"
var piesa_capturata : int
var numar_mutari_incercate : int
var player_care_a_incercat_o_miscare_precedent : int
# Called when the node enters the scene tree for the first time.
func _ready():
board_size = 788 + 4
# imparte board_size la 8 pentru a obtine dimensiunea fiecarei celule
cell_size = board_size / 8
new_game()
piesa_mutare = 100 # valoare aberanta
#modul in care am gandit sfarsitul jocului
#imi e imposibil sa stiu cand se da un sah mat
# prin cod, regele nu se poate muta intr=o pozitie care il pune in sah
# o piesa nu se poate deplasa daca isi lasa descoperit in sah regele aliat
# daca regele se afla in sah, player-ul este obligat sa mute o piesa astfel incat sa iasa din sah altfel nu poate executa mutarea
#MODUL DE SFARSIRE JOC (pentru piese albe, e mai usor de explicat)
#jucatorul alb are la dispozitei 4 incercari de a deplasa o piesa, daca nu reuseste, se considera sah mat
# _input(event) este functia principala unde se intampla magia
func _input(event):
if numar_mutari_incercate == 5:
get_tree().paused=true
$MeniuGameOver.show()
if player == 1:
$MeniuGameOver/LabelCastigator.text="Piesele negre au câștigat!"
else: $MeniuGameOver/LabelCastigator.text="Piesele albe au câștigat!"
if event is InputEventMouseButton :
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed :
#verifica daca mouse-ul e pe tabla de joc
if event.position.x < board_size:
#convertire pozitie mouse in locatie grid
grid_pos = Vector2i(event.position / cell_size) # grid_pos memoreza [coloana, linie]
transformare_pion = false
var auxiliar : Vector2i
if player == 1:
pos_rege_actual = pos_rege_alb
else:
pos_rege_actual = pos_rege_negru
if player_care_a_incercat_o_miscare_precedent == player and pasi ==2:
print("SAU EXECUTAT ", numar_mutari_incercate, " INCERCARI" )
if numar_mutari_incercate == 5 and se_afla_in_sah(pos_rege_actual) == true:
print("")
print("GAME OVER< PLAYERUL: ",player," A PIERDUT!!!!!!!!!!!!!!!!!!!!")
numar_mutari_incercate +=1
elif player_care_a_incercat_o_miscare_precedent != player:
player_care_a_incercat_o_miscare_precedent = player
numar_mutari_incercate = 1
#miscari pentru pion alb
if grid_data[grid_pos.y][grid_pos.x][0] == 6 and pasi == 1 and player == 1:
selectare_piesa()
piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
#deplasare pion alb
elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 6 and pasi ==2:
# in grid_data sterg pozitia initiala a pionului, si o marchez pe cea finala
grid_data[start_pos.y][start_pos.x][0] = 0
piesa_capturata = grid_data[grid_pos.y][grid_pos.x][0]
grid_data[grid_pos.y][grid_pos.x][0] = piesa_mutare
#verific daca teoretica mutare pune in pericol regele
print("pozitia regelui alb este " , pos_rege_alb)
if se_afla_in_sah(pos_rege_alb) == true: # se anuleaza mutarea
print("mutarea pionului pune in pericol regele alb ")
# restitui grid_data asa cum a fost
grid_data[start_pos.y][start_pos.x][0] = piesa_mutare
grid_data[grid_pos.y][grid_pos.x][0] = piesa_capturata
else:
#restitui grid_data asa cum a fost
grid_data[start_pos.y][start_pos.x][0] = piesa_mutare
grid_data[grid_pos.y][grid_pos.x][0] = piesa_capturata
#execut mutarea
deplasare_pion_alb()
#miscari pt pion negru
if grid_data[grid_pos.y][grid_pos.x][0] == -6 and pasi == 1 and player == -1 :
selectare_piesa()
piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
#deplasare pion negru
elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -6 and pasi == 2:
# in grid_data sterg pozitia initiala a pionului, si o marchez pe cea finala
grid_data[start_pos.y][start_pos.x][0] = 0
piesa_capturata = grid_data[grid_pos.y][grid_pos.x][0] # retin ce se afla pe pozitia unde se doreste mutarea
grid_data[grid_pos.y][grid_pos.x][0] = piesa_mutare
#verific daca teoretica mutare pune in pericol regele
print("pozitia regelui negru este " , pos_rege_negru)
if se_afla_in_sah(pos_rege_negru) == true: # se anuleaza mutarea
print("mutarea pionului pune in pericol regele negru ")
# restitui grid_data asa cum a fost
grid_data[start_pos.y][start_pos.x][0] = piesa_mutare
grid_data[grid_pos.y][grid_pos.x][0] = piesa_capturata
else:
#restitui grid_data asa cum a fost
grid_data[start_pos.y][start_pos.x][0] = piesa_mutare
grid_data[grid_pos.y][grid_pos.x][0] = piesa_capturata
#execut mutarea
deplasare_pion_negru()
for i in range (1,6):
if grid_data[grid_pos.y][grid_pos.x][0] == i*player and pasi == 1 :
selectare_piesa()
piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
break
elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= enemy.x and grid_data[grid_pos.y][grid_pos.x][0] <= enemy.y and piesa_mutare == i*player or\
grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 and piesa_mutare == i*player:
if pasi == 2:
if piesa_mutare == 2 or piesa_mutare == -2:
# in grid_data sterg pozitia initiala a pionului, si o marchez pe cea finala
grid_data[start_pos.y][start_pos.x][0] = 0
piesa_capturata = grid_data[grid_pos.y][grid_pos.x][0] # retin ce se afla pe pozitia unde se doreste mutarea
grid_data[grid_pos.y][grid_pos.x][0] = piesa_mutare
#verific daca teoretica mutare pune in pericol regele
if se_afla_in_sah(grid_pos) == true: # regele nu se poate muta intr-o pozitie daca se pune in sah
print("Mutarea pune in pericol regele ")
# restitui grid_data asa cum a fost
grid_data[start_pos.y][start_pos.x][0] = piesa_mutare
grid_data[grid_pos.y][grid_pos.x][0] = piesa_capturata
else:
#restitui grid_data asa cum a fost
grid_data[start_pos.y][start_pos.x][0] = piesa_mutare
grid_data[grid_pos.y][grid_pos.x][0] = piesa_capturata
#execut mutarea
var verificare = deplasare_rege()
if verificare == true:
if player == -1:
pos_rege_alb = grid_pos
print("regele alb se deplaseaza la pozitia", grid_pos)
elif player == 1:
pos_rege_negru = grid_pos
print("regele negru se deplaseaza la pozitia", grid_pos)
else:
# in grid_data sterg pozitia initiala a pionului, si o marchez pe cea finala
grid_data[start_pos.y][start_pos.x][0] = 0
piesa_capturata = grid_data[grid_pos.y][grid_pos.x][0] # retin ce se afla pe pozitia unde se doreste mutarea
grid_data[grid_pos.y][grid_pos.x][0] = piesa_mutare
#verific daca teoretica mutare pune in pericol regele
print("pozitia regelui este " , pos_rege_actual)
if se_afla_in_sah(pos_rege_actual) == true: # se anuleaza mutarea
print("mutarea pune in pericol regele jucatorului ",player )
# restitui grid_data asa cum a fost
grid_data[start_pos.y][start_pos.x][0] = piesa_mutare
grid_data[grid_pos.y][grid_pos.x][0] = piesa_capturata
else:
#restitui grid_data asa cum a fost
grid_data[start_pos.y][start_pos.x][0] = piesa_mutare
grid_data[grid_pos.y][grid_pos.x][0] = piesa_capturata
#execut mutarea
if piesa_mutare == 1 or piesa_mutare == -1:
deplasare_regina()
elif piesa_mutare == 3 or piesa_mutare == -3:
luare_piesa_diagonala()
elif piesa_mutare == 4 or piesa_mutare == -4:
deplasare_cal()
elif piesa_mutare == 5 or piesa_mutare == -5:
luare_piesa_linie_coloana()
if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed :
piesa_mutare = 99
pasi = 1
print("ATENTIE CLICK DREAPTA DE LA MOUSE ANULEAZA PIESA SELECTATA")
func new_game():
enemy = Vector2i(-6,-1)
ally = Vector2i(1,6)
pos_rege_alb = Vector2i(0,3)
pos_rege_negru = Vector2i(7,3)
$MeniuGameOver.hide()
get_tree().paused=false
player = 1
player_care_a_incercat_o_miscare_precedent = 1
numar_mutari_incercate = 1
#trebuie sterse toate piesele de la jocul anterior
var i = 0
while piese_albe.size() > 0 :
piese_albe[i].queue_free()
piese_albe.remove_at(i)
while piese_negre.size() > 0 :
piese_negre[i].queue_free()
piese_negre.remove_at(i)
piese_albe.clear()
piese_negre.clear()
# [5,1] a doua valoare marcheaza culoarea chenarului tablei de joc, 7 = negru, 8 = alb
grid_data = [
[[5,7], [6,8], [0,7], [0,8], [0,7], [0,8], [-6,7], [-5,8]],
[[4,8], [6,7], [0,8], [0,7], [0,8], [0,7], [-6,8], [-4,7]],
[[3,7], [6,8], [0,7], [0,8], [0,7], [0,8], [-6,7], [-3,8]],
[[2,8], [6,7], [0,8], [0,7], [0,8], [0,7], [-6,8], [-2,7]],
[[1,7], [6,8], [0,7], [0,8], [0,7], [0,8], [-6,7], [-1,8]],
[[3,8], [6,7], [0,8], [0,7], [0,8], [0,7], [-6,8], [-3,7]],
[[4,7], [6,8], [0,7], [0,8], [0,7], [0,8], [-6,7], [-4,8]],
[[5,8], [6,7], [0,8], [0,7], [0,8], [0,7], [-6,8], [-5,7]]
]
pasi = 1
# punerea pionilor albi pe tabla
create_marker(6, Vector2i(1,0) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(6, Vector2i(1,1) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(6, Vector2i(1,2) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(6, Vector2i(1,3) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(6, Vector2i(1,4) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(6, Vector2i(1,5) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(6, Vector2i(1,6) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(6, Vector2i(1,7) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
#punerea pionilor negri pe tabla
create_marker(-6, Vector2i(6,0) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(-6, Vector2i(6,1) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(-6, Vector2i(6,2) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(-6, Vector2i(6,3) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(-6, Vector2i(6,4) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(-6, Vector2i(6,5) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(-6, Vector2i(6,6) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
create_marker(-6, Vector2i(6,7) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
#punerea turelor negre
create_marker(-5, Vector2i(7,0) * cell_size + Vector2i(cell_size /2, cell_size /2))
create_marker(-5, Vector2i(7,7) * cell_size + Vector2i(cell_size /2, cell_size /2))
#punerea cailor negri
create_marker(-4, Vector2i(7,1) * cell_size + Vector2i(cell_size /2, cell_size /2))
create_marker(-4, Vector2i(7,6) * cell_size + Vector2i(cell_size /2, cell_size /2))
#punerea nebunilor negri
create_marker(-3, Vector2i(7,2) * cell_size + Vector2i(cell_size /2, cell_size /2))
create_marker(-3, Vector2i(7,5) * cell_size + Vector2i(cell_size /2, cell_size /2))
#punerea reginei si a regelui negru
create_marker(-1, Vector2i(7,4) * cell_size + Vector2i(cell_size /2, cell_size /2))
create_marker(-2, Vector2i(7,3) * cell_size + Vector2i(cell_size /2, cell_size /2))
#punerea turelor albe
create_marker(5, Vector2i(0,0) * cell_size + Vector2i(cell_size /2, cell_size /2))
create_marker(5, Vector2i(0,7) * cell_size + Vector2i(cell_size /2, cell_size /2))
#punerea cailor albi
create_marker(4, Vector2i(0,1) * cell_size + Vector2i(cell_size /2, cell_size /2))
create_marker(4, Vector2i(0,6) * cell_size + Vector2i(cell_size /2, cell_size /2))
#punerea nebunilor albi
create_marker(3, Vector2i(0,2) * cell_size + Vector2i(cell_size /2, cell_size /2))
create_marker(3, Vector2i(0,5) * cell_size + Vector2i(cell_size /2, cell_size /2))
#punerea reginei si a regelui alb
create_marker(1, Vector2i(0,4) * cell_size + Vector2i(cell_size /2, cell_size /2))
create_marker(2, Vector2i(0,3) * cell_size + Vector2i(cell_size /2, cell_size /2))
#create_marker realizeaza creerea unui nod child al piesei specificate la pozitia specificata si il salveaza intr_o lista
# piese_albe sau piese_negre in functie de culoarea acesteia
func create_marker(piesa, position) :
#creaza un marcker node si il adauga ca un child
if piesa==-1:
var regina_neagra = regina_neagra_scene.instantiate()
regina_neagra.position=position
add_child(regina_neagra)
piese_negre.append(regina_neagra)
if piesa==-2:
var rege_negru = rege_negru_scene.instantiate()
rege_negru.position=position
add_child(rege_negru)
piese_negre.append(rege_negru)
if piesa==-3:
var nebun_negru = nebun_negru_scene.instantiate()
nebun_negru.position=position
add_child(nebun_negru)
piese_negre.append(nebun_negru)
if piesa ==-4:
var cal_negru = cal_negru_scene.instantiate()
cal_negru.position=position
add_child(cal_negru)
piese_negre.append(cal_negru)
if piesa == -5:
var tura_neagra = tura_neagra_scene.instantiate()
tura_neagra.position = position
add_child(tura_neagra)
piese_negre.append(tura_neagra)
if piesa == -6 :
var pion_negru = pion_negru_scene.instantiate()
pion_negru.position = position
add_child(pion_negru)
piese_negre.append(pion_negru)
if piesa==1:
var regina_alba=regina_alba_scene.instantiate()
regina_alba.position=position
add_child(regina_alba)
piese_albe.append(regina_alba)
if piesa==2:
var rege_alb=rege_alb_scene.instantiate()
rege_alb.position=position
add_child(rege_alb)
piese_albe.append(rege_alb)
if piesa==3:
var nebun_alb=nebun_alb_scene.instantiate()
nebun_alb.position=position
add_child(nebun_alb)
piese_albe.append(nebun_alb)
if piesa==4:
var cal_alb=cal_alb_scene.instantiate()
cal_alb.position=position
add_child(cal_alb)
piese_albe.append(cal_alb)
if piesa == 5:
var tura_alba = tura_alba_scene.instantiate()
tura_alba.position=position
add_child(tura_alba)
piese_albe.append(tura_alba)
if piesa == 6 :
var pion_alb = pion_alb_scene.instantiate()
pion_alb.position = position
add_child(pion_alb)
piese_albe.append(pion_alb)
if piesa == 7 :
var cadran_negru = cadran_negru_scene.instantiate()
cadran_negru.position = position
add_child((cadran_negru))
if piesa == 8 :
var cadran_alb = cadran_alb_scene.instantiate()
cadran_alb.position = position
add_child((cadran_alb))
func selectare_piesa():
start_piesa = grid_data[grid_pos.y][grid_pos.x][0]
start_pos = grid_pos
print(" ")
print("player", player, "a apasat pe chenarul ", grid_pos )
print("a fost selectata piesa ", start_piesa)
pasi = 2
func deplasare_piesa():
var index
var index2 = 100
piesa_capturata = 0
if player == 1:
#aflu care este piesa alba din memorie
for i in range(piese_albe.size()):
if Vector2i(piese_albe[i].position.x, piese_albe[i].position.y ) == start_pos * cell_size + Vector2i(cell_size /2, cell_size /2 ):
print("este vorba de pionul", i)
index = i
break
#caut daca pe pozitia finala exista o piesa neagra
for i in range(piese_negre.size()):
if Vector2i(piese_negre[i].position.x, piese_negre[i].position.y ) == grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 ):
index2 = i
break
#stergere din matrice pozitia veche a piesei albe
grid_data[start_pos.y][start_pos.x][0] = 0
if index2 != 100: # a fost gasita o piesa neagra, aceasta trebuei stearsa
piese_negre[index2].queue_free()
piese_negre.remove_at(index2)
piesa_capturata = grid_data[grid_pos.y][grid_pos.x][0]
#marcare noua pozitie a piesei albe in memoria matricei
grid_data[grid_pos.y][grid_pos.x][0] = start_piesa
#demarcare vechea pozitie a piesei prin deplasarea acesteia
piese_albe[index].position = grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 )
elif player == -1:
for i in range(piese_negre.size()):
if Vector2i(piese_negre[i].position.x, piese_negre[i].position.y ) == start_pos * cell_size + Vector2i(cell_size /2, cell_size /2 ):
print("este vorba de pionul", i)
index = i
break
#caut daca pe pozitia finala exista o piesa alba
for i in range(piese_albe.size()):
if Vector2i(piese_albe[i].position.x, piese_albe[i].position.y ) == grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 ):
index2 = i
break
#stergere din matrice pozitia veche a piesei negre
grid_data[start_pos.y][start_pos.x][0] = 0
if index2 != 100: # a fost gasita o piesa alba, aceasta trebuei stearsa
piese_albe[index2].queue_free()
piese_albe.remove_at(index2)
piesa_capturata = grid_data[grid_pos.y][grid_pos.x][0]
#marcare noua pozitie a piesei negre in memoria matricei
grid_data[grid_pos.y][grid_pos.x][0] = start_piesa
#demarcare vechea pozitie a piesei prin deplasarea acesteia
piese_negre[index].position = grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 )
print(grid_pos)
print(grid_data)
pasi = 1
player *= -1
set_ally_and_enemy()
func set_ally_and_enemy():
if player == 1:
enemy = Vector2i(-6,-1)
ally = Vector2i(1,6)
else :
enemy = Vector2i(1,6)
ally = Vector2i(-6,-1)
#functiile deplasare_inainte_pion_alb() si deplasare_diagonala_pion_alb() sunt unite in functia deplasare_pion_alb()
func deplasare_inainte_pion_alb():
if grid_pos.x == start_pos.x + 1 and grid_pos.y == start_pos.y :
if pasi == 2:
deplasare_piesa()
if grid_pos.x == 7:
#trebuie sters pionul de pe tabla
var index = 100
for i in range(piese_albe.size()):
if Vector2i(piese_albe[i].position.x, piese_albe[i].position.y ) == grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 ):
index = i
break
if index != 100: # a fost gasita o piesa alba, aceasta trebuei stearsa
piese_albe[index].queue_free()
piese_albe.remove_at(index)
create_marker(1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
grid_data[grid_pos.y][grid_pos.x][0] = 1
transformare_pion = true
elif grid_pos.x == start_pos.x + 2 and grid_pos.y == start_pos.y and start_pos.x == 1 and grid_data[start_pos.y][start_pos.x + 1][0] == 0 :
if pasi == 2 :
deplasare_piesa()
func capturare_diagonala_pion_alb():
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 :
if pasi == 2:
deplasare_piesa()
if grid_pos.x == 7:
#trebuie sters pionul de pe tabla
var index = 100
for i in range(piese_albe.size()):
if Vector2i(piese_albe[i].position.x, piese_albe[i].position.y ) == grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 ):
index = i
break
if index != 100: # a fost gasita o piesa alba, aceasta trebuei stearsa
piese_albe[index].queue_free()
piese_albe.remove_at(index)
create_marker(1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
grid_data[grid_pos.y][grid_pos.x][0] = 1
transformare_pion = true
func deplasare_pion_alb():
if grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0:
deplasare_inainte_pion_alb()
elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <0:
capturare_diagonala_pion_alb()
#functiile deplasare_inainte_pion_negru() si deplasare_diagonala_pion_negru() sunt unite in functia deplasare_pion_negru()
func deplasare_inainte_pion_negru():
if grid_pos.x == start_pos.x - 1 and grid_pos.y == start_pos.y :
if pasi == 2:
deplasare_piesa()
if grid_pos.x == 0:
#trebuie sters pionul de pe tabla
var index = 100
for i in range(piese_negre.size()):
if Vector2i(piese_negre[i].position.x, piese_negre[i].position.y ) == grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 ):
index = i
break
if index != 100: # a fost gasita o piesa alba, aceasta trebuei stearsa
piese_negre[index].queue_free()
piese_negre.remove_at(index)
create_marker(-1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
grid_data[grid_pos.y][grid_pos.x][0] = -1
transformare_pion = true
elif grid_pos.x == start_pos.x - 2 and grid_pos.y == start_pos.y and start_pos.x == 6 and grid_data[start_pos.y][start_pos.x - 1][0] == 0 :
if pasi == 2 :
deplasare_piesa()
func capturare_diagonala_pion_negru():
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 :
if pasi == 2:
deplasare_piesa()
if grid_pos.x == 0:
#trebuie sters pionul de pe tabla
var index = 100
for i in range(piese_negre.size()):
if Vector2i(piese_negre[i].position.x, piese_negre[i].position.y ) == grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 ):
index = i
break
if index != 100: # a fost gasita o piesa alba, aceasta trebuei stearsa
piese_negre[index].queue_free()
piese_negre.remove_at(index)
create_marker(-1, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2) )
grid_data[grid_pos.y][grid_pos.x][0] = -1
transformare_pion = true
func deplasare_pion_negru():
if grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0:
deplasare_inainte_pion_negru()
elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >0:
capturare_diagonala_pion_negru()
#functiile luare_piesa_linie() si luare_piesa_coloana() sunt unite in functia luare_piesa_linie_coloana()
# functia luare_piesa_linie_coloana se refera la deplasarea turei si la capturarea pieselor de catrea aceasta
func luare_piesa_linie():
# capturare piesa adversa pe linie
var sens = 0
if grid_pos.y == start_pos.y:
print("esti in fucntia luare_piesa_linie")
if grid_pos.x >= start_pos.x:
sens = 1
print("Sensul este ", sens)
print("aliati player-ului ",player, " sunt ", ally )
for i in range(start_pos.x + 1,grid_pos.x + 1, sens):
print(i)
print("esti in for loop")
# detecteaza inamici pe
if grid_data[grid_pos.y][i][0] >= enemy.x and grid_data[grid_pos.y][i][0] <= enemy.y :
grid_pos.x = i
print("Tura a intalnit un inamic in drum")
print("tura ramane pe pozitia cu grid_pos.x = ", i, " si grid_pos.y = ", grid_pos.y)
break
if grid_data[grid_pos.y][i][0] >= ally.x and grid_data[grid_pos.y][i][0] <= ally.y :
grid_pos.x = i - 1
print("Tura a intalnic un aliat in drum")
print("tura ramane pe pozitia cu grid_pos.x = ", i, " si grid_pos.y = ", grid_pos.y)
break
else:
sens = -1
print("Sensul este ", sens)
print("aliati player-ului ",player, " sunt ", ally )
for i in range(start_pos.x - 1 ,grid_pos.x - 1, sens):
print(i)
print("Esti in for loop")
# detecteaza inamici pe
if grid_data[grid_pos.y][i][0] >= enemy.x and grid_data[grid_pos.y][i][0] <= enemy.y :
grid_pos.x = i
print("Tura a intalnit un inamic in drum")
print("tura ramane pe pozitia cu grid_pos.x = ", i, " si grid_pos.y = ", grid_pos.y)
break
if grid_data[grid_pos.y][i][0] >= ally.x and grid_data[grid_pos.y][i][0] <= ally.y :
grid_pos.x = i + 1
print("Tura a intalnic un aliat in drum")
print("tura ramane pe pozitia cu grid_pos.x = ", i, " si grid_pos.y = ", grid_pos.y)
break
if grid_pos != start_pos:
deplasare_piesa()
else:
pasi = 2 # se permite iar mutarea deoarece prima nu a produs nici-o miscare
print("parasire functie luare_piesa_linie")
func luare_piesa_coloana():
#capturare piesa pe coloanna
var sens = 0
if grid_pos.x == start_pos.x:
print("esti in functia luare_piesa_coloana")
if grid_pos.y >= start_pos.y:
sens = 1
print("Sensul este ", sens)
print("aliati player-ului ",player, " sunt ", ally )
for i in range(start_pos.y + 1,grid_pos.y + 1, sens):
print(i)
print("esti in for loop")
if grid_data[i][grid_pos.x][0] >= enemy.x and grid_data[i][grid_pos.x][0] <= enemy.y :
grid_pos.y = i
print("Tura a intalnit un inamic in drum")
print("tura ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", i)
break
if grid_data[i][grid_pos.x][0] >= ally.x and grid_data[i][grid_pos.x][0] <= ally.y :
grid_pos.x = i - 1
print("Tura a intalnic un aliat in drum")
print("tura ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y= ", i)
break
else:
sens = -1
print("Sensul este ", sens)
print("aliati player-ului ",player, " sunt ", ally )
for i in range(start_pos.y - 1,grid_pos.y -1,sens):
print(i)
print("Esti in for loop")
if grid_data[i][grid_pos.x][0] >= enemy.x and grid_data[i][grid_pos.x][0] <= enemy.y :
grid_pos.y = i
print("Tura a intalnit un inamic in drum")
print("tura ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", i)
break
if grid_data[i][grid_pos.x][0] >= ally.x and grid_data[i][grid_pos.x][0] <= ally.y :
grid_pos.y = i + 1
print("tura ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", i)
print("Tura a intalnic un aliat in drum")
break
if grid_pos != start_pos:
deplasare_piesa()
else:
pasi = 2 # se permite iar mutarea deoarece prima nu a produs nici-o miscare
print("parasirea functie luare_piesa_coloana")
func luare_piesa_linie_coloana():
luare_piesa_linie()
luare_piesa_coloana()
print("parasier functie luare_piesa_linie_coloana")
#functia deplasare_cal() verifica daca pozitia indicata de player este aceasi cu una dintre cele 8 mutari posibile ale calului
#daca pe acea pozitie se afla o piesa adversara sau este o pozitie goala, se executa mutarea
func deplasare_cal():
var sens = 1 # deplasare la dreapta de poz initiala cal
print(" ")
print("intrare infunctia deplasare_cal")
#verificare mutare ca fiind pe tabla
if grid_pos.x >= 0 and grid_pos.x <=7 and grid_pos.y >= 0 and grid_pos.y <=7 :
print("Mutarea apare pe tabla: (linie,coloana) ", grid_pos.y, " ", grid_pos.x )
#verificare mutari partea dreapta fata de poz initiala cal
#verificare mutare (linie , coloana) (-2, +1)
if grid_pos.x == start_pos.x + (1*sens) and grid_pos.y == start_pos.y -2 :
print("calul este mutat la pozitia (linie,coloana) ", grid_pos.y, " ", grid_pos.x )
deplasare_piesa()
#verificare mutare (-1, +2)
if grid_pos.x == start_pos.x + (2*sens) and grid_pos.y == start_pos.y -1 :
print("calul este mutat la pozitia (linie,coloana) ", grid_pos.y, " ", grid_pos.x )
deplasare_piesa()
#verificare mutare (+1, +2)
if grid_pos.x == start_pos.x + (2*sens) and grid_pos.y == start_pos.y +1 :
print("calul este mutat la pozitia (linie,coloana) ", grid_pos.y, " ", grid_pos.x )
deplasare_piesa()
#verificare mutare(+2,+1)
if grid_pos.x == start_pos.x + (1*sens) and grid_pos.y == start_pos.y +2 :
print("calul este mutat la pozitia (linie,coloana) ", grid_pos.y, " ", grid_pos.x )
deplasare_piesa()
sens = -1
#verificare mutari partea stanga
#verificare mutare (linie , coloana) (-2, -1)
if grid_pos.x == start_pos.x + (1*sens) and grid_pos.y == start_pos.y -2 :
print("calul este mutat la pozitia (linie,coloana) ", grid_pos.y, " ", grid_pos.x )
deplasare_piesa()
#verificare mutare (-1, -2)
if grid_pos.x == start_pos.x + (2*sens) and grid_pos.y == start_pos.y -1 :
print("calul este mutat la pozitia (linie,coloana) ", grid_pos.y, " ", grid_pos.x )
deplasare_piesa()
#verificare mutare (+1, -2)
if grid_pos.x == start_pos.x + (2*sens) and grid_pos.y == start_pos.y +1 :
print("calul este mutat la pozitia (linie,coloana) ", grid_pos.y, " ", grid_pos.x )
deplasare_piesa()
#verificare mutare(+2,-1)
if grid_pos.x == start_pos.x + (1*sens) and grid_pos.y == start_pos.y +2 :
print("calul este mutat la pozitia (linie,coloana) ", grid_pos.y, " ", grid_pos.x )
deplasare_piesa()
# functia luare_piesa_diagonala() verifica daca pozitia indicata de player se afla in diagonala cu pozitia piesei
# si apoi verifica daca de la piesa pana la pozitia indicata se gaseste alta piesa care ii blocheaza calea
# daca este o piesa inamica, o captureaza si ii ocupa pozitia
#daca este o piesa aliata, ocupa un patratel inaintea ei
func luare_piesa_diagonala():
var dx = abs(grid_pos.x - start_pos.x)
var dy = abs(grid_pos.y - start_pos.y)
#verific daca pozitia data este pe diagonala cu pozitia initiala
if dx == dy and dx > 0 :
if grid_pos.y < start_pos.y and grid_pos.x > start_pos.x :
print("pozitie initiala la diagonala dreapta sus")
print("esti in for loop")
for i in range(1,8):
if(start_pos.x + i > 7):
print(" break deoarece start_pos.x + i > 7")
break
if(start_pos.x + i > grid_pos.x):
print("break deoarece start_pos.x + i > grid_pos.x")
break
if(start_pos.y - i < 0):
print(" break deoarece start_pos.y - i < 0")
break
if(start_pos.y - i < grid_pos.y):
print("break deoarece start_pos.y - i < grid_pos.y")
break
print(i)
# detecteaza inamici
if grid_data[start_pos.y - i][start_pos.x + i][0] >= enemy.x and grid_data[start_pos.y - i][start_pos.x + i][0] <= enemy.y :
grid_pos.x = start_pos.x + i
grid_pos.y = start_pos.y - i
print("Nebunul a intalnit un inamic in drum")
print("Nebunul ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
break
#detecteaza aliat
if grid_data[start_pos.y - i][start_pos.x + i][0] >= ally.x and grid_data[start_pos.y - i][start_pos.x + i][0] <= ally.y :
grid_pos.x = start_pos.x + i - 1
grid_pos.y = start_pos.y - i + 1
print("Nebunul a intalnic un aliat in drum")
print("Nebunul ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
break
elif grid_pos.y > start_pos.y and grid_pos.x < start_pos.x: # pozitie initiala la diagonala stanga jos
print("pozitie initiala la diagonala stanga jos")
print("esti in for loop")
for i in range(1,8):
if(start_pos.y + i > 7):
print(" break deoarece start_pos.y + i > 7")
break
if(start_pos.y + i > grid_pos.y):
print("break deoarece start_pos.y + i > grid_pos.x")
break
if(start_pos.x - i < 0):
print(" break deoarece start_pos.x - i < 0")
break
if(start_pos.x - i < grid_pos.x):
print("break deoarece start_pos.x - i < grid_pos.x")
break
print(i)
# detecteaza inamici
if grid_data[start_pos.y + i][start_pos.x - i][0] >= enemy.x and grid_data[start_pos.y + i][start_pos.x - i][0] <= enemy.y :
grid_pos.x = start_pos.x - i
grid_pos.y = start_pos.y + i
print("Nebunul a intalnit un inamic in drum")
print("Nebunul ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
break
#detecteaza aliat
if grid_data[start_pos.y + i][start_pos.x - i][0] >= ally.x and grid_data[start_pos.y + i][start_pos.x - i][0] <= ally.y :
grid_pos.x = start_pos.x - i + 1
grid_pos.y = start_pos.y + i - 1
print("Nebunul a intalnic un aliat in drum")
print("Nebunul ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
break
elif grid_pos.y > start_pos.y and grid_pos.x > start_pos.x :
print("pozitie initiala la diagonala dreapta jos")
print("esti in for loop")
for i in range(1,8):
if(start_pos.x + i > 7):
print(" break deoarece start_pos.x + i > 7")
break
if(start_pos.x + i > grid_pos.x):
print("break deoarece start_pos.x + i > grid_pos.x")
break
print(i)
# detecteaza inamici
if grid_data[start_pos.y + i][start_pos.x + i][0] >= enemy.x and grid_data[start_pos.y + i][start_pos.x + i][0] <= enemy.y :
grid_pos.x = start_pos.x + i
grid_pos.y = start_pos.y + i
print("Nebunul a intalnit un inamic in drum")
print("Nebunul ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
break
#detecteaza aliat
if grid_data[start_pos.y + i][start_pos.x + i][0] >= ally.x and grid_data[start_pos.y + i][start_pos.x + i][0] <= ally.y :
grid_pos.x = start_pos.x + i - 1
grid_pos.y = start_pos.y + i - 1
print("Nebunul a intalnic un aliat in drum")
print("Nebunul ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
break
elif grid_pos.y < start_pos.y and grid_pos.x < start_pos.x:
print("pozitie initiala la diagonala stanga sus")
print("esti in for loop")
for i in range(1,8):
if(start_pos.x - i < 0):
print(" break deoarece start_pos.x - i < 0")
break
if(start_pos.x - i < grid_pos.x):
print("break deoarece start_pos.x - i < grid_pos.x")
break
print(i)
# detecteaza inamici
if grid_data[start_pos.y - i][start_pos.x - i][0] >= enemy.x and grid_data[start_pos.y - i][start_pos.x - i][0] <= enemy.y :
grid_pos.x = start_pos.x - i
grid_pos.y = start_pos.y - i
print("Nebunul a intalnit un inamic in drum")
print("Nebunul ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
break
#detecteaza aliat
if grid_data[start_pos.y - i][start_pos.x - i][0] >= ally.x and grid_data[start_pos.y - i][start_pos.x - i][0] <= ally.y :
grid_pos.x = start_pos.x - i + 1
grid_pos.y = start_pos.y - i + 1
print("Nebunul a intalnic un aliat in drum")
print("Nebunul ramane pe pozitia cu grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
break
if grid_pos != start_pos:
deplasare_piesa()
else:
pasi = 2 # se permite iar mutarea deoarece prima nu a produs nici-o miscare
print("parasire functie luare_piesa_diagonala")
# functia deplasare_regina() reuneste functiile luare_piesa_diagonala() si luare_piesa_linie_coloana()
func deplasare_regina():
luare_piesa_linie_coloana()
luare_piesa_diagonala()
# functia deplasare_rege() este inca rudimentara,
#aceasta verifica daca ozitia dorita de player este libera sau ocupata de un inamic si realizeaza mutarea regelui acolo
func deplasare_rege() ->bool:
print(" ")
print("Ai intrat in functia deplasare_rege")
var sens
sens = 1
# verificare pozitie dreapta sus
if grid_pos.y == start_pos.y - 1 and grid_pos.x == start_pos.x + (1 * sens):
print("Regele mutat la pozitia grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
deplasare_piesa()
pos_rege_actual = grid_pos
return true
# verificare pozitie dreapta
if grid_pos.y == start_pos.y and grid_pos.x == start_pos.x + (1 * sens):
print("Regele mutat la pozitia grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
deplasare_piesa()
pos_rege_actual = grid_pos
return true
#verificare pozitie dreapta jos
if grid_pos.y == start_pos.y + 1 and grid_pos.x == start_pos.x + (1 * sens):
print("Regele mutat la pozitia grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
deplasare_piesa()
pos_rege_actual = grid_pos
return true
#verificare pozitie jos
if grid_pos.y == start_pos.y + (1 * sens) and grid_pos.x == start_pos.x:
print("Regele mutat la pozitia grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
deplasare_piesa()
pos_rege_actual = grid_pos
return true
sens = - 1 # pastea stanga si sus de poitii
#verificare pozitie stanga sus
if grid_pos.y == start_pos.y - 1 and grid_pos.x == start_pos.x + (1 * sens):
print("Regele mutat la pozitia grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
deplasare_piesa()
pos_rege_actual = grid_pos
return true
# verificare pozitie stanga
if grid_pos.y == start_pos.y and grid_pos.x == start_pos.x + (1 * sens):
print("Regele mutat la pozitia grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
deplasare_piesa()
pos_rege_actual = grid_pos
return true
#verificare pozitie stanga jos
if grid_pos.y == start_pos.y + 1 and grid_pos.x == start_pos.x + (1 * sens):
print("Regele mutat la pozitia grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
deplasare_piesa()
pos_rege_actual = grid_pos
return true
#verificare pozitie sus
if grid_pos.y == start_pos.y + (1 * sens) and grid_pos.x == start_pos.x:
print("Regele mutat la pozitia grid_pos.x = ", grid_pos.x, " si grid_pos.y = ", grid_pos.y)
deplasare_piesa()
pos_rege_actual = grid_pos
return true
return false
#pentru pozitia oferita functiei, se_afla_in_sah returneaza true daca acea pozitie se afla in sah si false in caz contrar
func se_afla_in_sah(pozitie : Vector2i)-> bool:
# verificam daca pe linie se afla piese ce pot pune in pericol pozitia
# mai exact ture si regine
print("")
print("Intrare in functia se_afla_in_sah")
print("Se verifica daca sunt inamici pe aceasi linie")
var sens = 0
var grid_pos = Vector2i(7,pozitie.y)
# de la pozitie la dreapta
sens = 1
#print("Sensul este ", sens)
#print("aliati player-ului ",player, " sunt ", ally )
for i in range(pozitie.x + 1,grid_pos.x + 1, sens):
#print(i)
#print("esti in for loop")
# detecteaza inamici
if grid_data[grid_pos.y][i][0] >= enemy.x and grid_data[grid_pos.y][i][0] <= enemy.y :
if grid_data[grid_pos.y][i][0] == -1 * player or grid_data[grid_pos.y][i][0] == -5 * player:
print("Piesa a intalnit un inamic pe linie la dreapta pozitiei ")
return true
if grid_data[grid_pos.y][i][0] == -2 * player and i == pozitie.x + 1:
print("Aliatii player-ului sunt " ,ally)
print("Piesa a intalnit un rege pe linie la dreapta pozitiei ")
return true
break
if grid_data[grid_pos.y][i][0] >= ally.x and grid_data[grid_pos.y][i][0] <= ally.y :
print("pe linie la drepta pozitiei se afla un aliat", grid_pos.y, i )
break
# de la pozitie la stanga
grid_pos = Vector2i(0,pozitie.y)
sens = -1
#print("Sensul este ", sens)
#print("aliati player-ului ",player, " sunt ", ally )
for i in range(pozitie.x-1 ,grid_pos.x - 1, sens):
#print(i)
#print("Esti in for loop")
# detecteaza inamici
if grid_data[grid_pos.y][i][0] >= enemy.x and grid_data[grid_pos.y][i][0] <= enemy.y :
if grid_data[grid_pos.y][i][0] == -1 * player or grid_data[grid_pos.y][i][0] == -5 * player:
print("Piesa a intalnit un inamic pe linie la stanga pozitiei ")
return true
if grid_data[grid_pos.y][i][0] == -2 * player and i == pozitie.x - 1:
print("Piesa a intalnit un rege pe linie la stanga pozitiei ")
return true
break
if grid_data[grid_pos.y][i][0] >= ally.x and grid_data[grid_pos.y][i][0] <= ally.y :
print("pe linie la stanga pozitiei se afla un aliat", grid_pos.y , i )
break
# verificam daca pe clooana se afla piese ce pot pune in pericol pozitia
print("")
print("Se verifica daca sunt inamici pe aceasi coloana")
sens = 0
grid_pos = Vector2i(pozitie.x,7)
# de la pozitie in jos
sens = 1
#print("Sensul este ", sens)
#print("aliati player-ului ",player, " sunt ", ally )
for i in range(pozitie.y + 1,grid_pos.y + 1, sens):
# print(i)
# print("esti in for loop")
# detecteaza inamici
if grid_data[i][grid_pos.x][0] >= enemy.x and grid_data[i][grid_pos.x][0] <= enemy.y :
if grid_data[i][grid_pos.x][0] == -1 * player or grid_data[i][grid_pos.x][0] == -5 * player:
print("Piesa a intalnit un inamic pe coloana sub pozitie ")
return true
if grid_data[i][grid_pos.x][0] == -2 * player and i == pozitie.y + 1 :
print("Piesa a intalnit un rege pe coloana sub pozitie ")
return true
break
if grid_data[i][grid_pos.x][0] >= ally.x and grid_data[i][grid_pos.x][0] <= ally.y :
print("pe coloana sub pozitiei se afla un aliat", i,grid_pos.x)
break
# de la pozitie in sus
grid_pos = Vector2i(pozitie.x, 0 )
sens = -1
#print("Sensul este ", sens)
#print("aliati player-ului ",player, " sunt ", ally )
#print(pozitie.y-1 , " " ,grid_pos.y - 1)
for i in range(pozitie.y-1 ,grid_pos.y - 1, sens):
# print(i)
# print("Esti in for loop")
# detecteaza inamici
if grid_data[i][grid_pos.x][0] >= enemy.x and grid_data[i][grid_pos.x][0] <= enemy.y :
if grid_data[i][grid_pos.x][0] == -1 * player or grid_data[i][grid_pos.x][0] == -5 * player:
print("Piesa a intalnit un inamic pe coloana mai sus de pozitie ")
return true
if grid_data[i][grid_pos.x][0] == -2 * player and i == pozitie.y - 1:
print("Piesa a intalnit un rege pe coloana mai sus de pozitie ")
return true
break
if grid_data[i][grid_pos.x][0] >= ally.x and grid_data[i][grid_pos.x][0] <= ally.y :
print("pe coloana mai sus de pozitiei se afla un aliat",i,grid_pos.x)
break
#verificam daca pe diagonala de la pozitie la dreapta jos
print(" ")
print("se verifica daca sunt inamici pe diagonala principala")
var no_treat = true
#diagonala dreapta jos
var j = 1
while no_treat == true:
if pozitie.x + j == 8:
break
elif pozitie.y + j == 8:
break
elif grid_data[pozitie.y + j][pozitie.x + j][0] == -1 * player or grid_data[pozitie.y + j][pozitie.x + j][0] == -3 * player: ## verificam pentru regina si nebun
print("pe diagonala dreapta jos se afla o regina sau nebun")
return true
# din dreapta jos doar regele alb poate fii atacat de catre un pion negru
elif (grid_data[pozitie.y + j][pozitie.x + j][0] == - 6 and j == 1 and player == 1) or (grid_data[pozitie.y + j][pozitie.x + j][0] == -2 * player and j == 1):
print("pe diagonala dreapta jos se afla un pion sau rege")
return true
elif grid_data[pozitie.y + j][pozitie.x + j][0] >= enemy.x and grid_data[pozitie.y + j][pozitie.x + j][0] <=enemy.y:
break
elif grid_data[pozitie.y + j][pozitie.x + j][0] >= ally.x and grid_data[pozitie.y + j][pozitie.x + j][0] <=ally.y:
print("pe diagonala dreapta jos se afla un aliat",pozitie.y + j, pozitie.x + j)
break
j += 1
#diagonala stanga sus
j = 1
while no_treat == true:
if pozitie.x - j == -1:
break
elif pozitie.y - j == -1:
break
elif grid_data[pozitie.y - j][pozitie.x - j][0] == -1 * player or grid_data[pozitie.y - j][pozitie.x - j][0] == -3 * player : # verificam pentru regina si nebun
print("pe diagonala stanga sus se afla o regina sau nebun")
return true
# din stanga sus doar regele negru poate fii atacat de catre un pion alb
elif (grid_data[pozitie.y - j][pozitie.x - j][0] == 6 and j == 1 and player == -1) or (grid_data[pozitie.y - j][pozitie.x - j][0] == -2*player and j == 1) :
print("pe diagonala sstanga sus se afla un pion sau rege")
return true
elif grid_data[pozitie.y - j][pozitie.x - j][0] >= enemy.x and grid_data[pozitie.y - j][pozitie.x - j][0] <= enemy.y:
break
elif grid_data[pozitie.y - j][pozitie.x - j][0] >= ally.x and grid_data[pozitie.y - j][pozitie.x - j][0] <= ally.y:
print("pe diagonala stanga sus se afla un aliat", pozitie.y - j, pozitie.x - j)
break
j +=1
print("Se verifica daca sunt inamici pe diagonala secundara")
# diagonala dreapta sus
j = 1
while no_treat == true:
if pozitie.x + j == 8:
break
elif pozitie.y -j == -1:
break
if grid_data[pozitie.y - j ][pozitie.x + j][0] == -1 * player or grid_data[pozitie.y - j ][pozitie.x + j][0] == -3 * player: #verificam pentru regina si nebun
print("pe diagonala dreapta sus se afla o regina sau un nebun")
return true
# din dreapta sus doar regele alb poate fii atacat de catre un pion negru
elif (grid_data[pozitie.y - j ][pozitie.x + j][0] == -6 and j == 1 and player == 1) or (grid_data[pozitie.y - j ][pozitie.x + j][0] == -2*player and j == 1) :
print("pe diagonala drapta sus se afla un pion sau rege")
return true
elif grid_data[pozitie.y - j ][pozitie.x + j][0] >= enemy.x and grid_data[pozitie.y - j ][pozitie.x + j][0]<= enemy.y:
break
elif grid_data[pozitie.y - j ][pozitie.x + j][0] >= ally.x and grid_data[pozitie.y - j ][pozitie.x + j][0]<= ally.y:
print("pe diagonala dreapta sus se afla un aliat", pozitie.y - j, pozitie.x + j)
break
j +=1
#diagonala stanga jos
j = 1
while no_treat == true:
if pozitie.x - j == -1:
break
elif pozitie.y + j == 8:
break
elif grid_data[pozitie.y + j ][pozitie.x - j][0] == -1 * player or grid_data[pozitie.y + j ][pozitie.x - j][0] == -3 * player: #verificam pentru regina si nebun
print("pe diagonala stanga jos se afla o regina sau un nebun")
return true
elif (grid_data[pozitie.y + j ][pozitie.x - j][0] == 6 and j == 1 and player == -1) or grid_data[pozitie.y + j ][pozitie.x - j][0] == -2*player and j == 1 :
print("pe diagonala stanga jos se afla un pion sau rege")
return true
elif grid_data[pozitie.y + j ][pozitie.x - j][0] >= enemy.x and grid_data[pozitie.y + j ][pozitie.x - j][0] <= enemy.y:
break
elif grid_data[pozitie.y + j ][pozitie.x - j][0] >= ally.x and grid_data[pozitie.y + j ][pozitie.x - j][0] <= ally.y:
print("pe diagonala stanga jos se afla un aliat",pozitie.y + j,pozitie.x - j)
break
j +=1
# se verifica daca pe una din cele 8 pozitii din care poate ataca un cal,se afla un cal inamic
sens = 1 # se verifica mutarile la dreapta de rege
#verificare mutare (linie , coloana) (-2, +1)
if pozitie.x + (1*sens) in range(0,8) and pozitie.y -2 in range(0,8) :
if grid_data[pozitie.y -2][pozitie.x + (1*sens)][0] == -4*player:
print("calul care ameninta regele (linie,coloana) ", pozitie.y -2, " ", pozitie.x + (1*sens) )
return true
#verificare mutare (-1, +2)
if pozitie.x + (2*sens) in range(0,8) and pozitie.y - 1 in range(0,8):
if grid_data[pozitie.y - 1][pozitie.x + (2*sens)][0] == -4 * player :
print("calul care ameninta regele (linie,coloana) ", pozitie.y - 1, " ", pozitie.x + (2*sens) )
return true
#verificare mutare (+1, +2)
if pozitie.x + (2*sens) in range(0,8) and pozitie.y + 1 in range(0,8) :
if grid_data[pozitie.y + 1][pozitie.x + (2*sens)][0] == -4* player :
print("calul care ameninta regele (linie,coloana) ", pozitie.y + 1, " ", pozitie.x + (2*sens) )
return true
#verificare mutare(+2,+1)
if pozitie.x + (1*sens) in range (0,8) and pozitie.y +2 in range(0,8):
if grid_data[pozitie.y +2][pozitie.x + (1*sens)][0] == -4*player :
print("calul care ameninta regele (linie,coloana) ", pozitie.y +2, " ", pozitie.x + (1*sens) )
return true
sens = -1 # se verifica mutarile la stanga de rege
#verificare mutare (linie , coloana) (-2, -1)
if pozitie.x + (1*sens) in range(0,8) and pozitie.y -2 in range(0,8) :
if grid_data[pozitie.y -2][pozitie.x + (1*sens)][0] == -4*player:
print("calul care ameninta regele (linie,coloana) ", pozitie.y -2, " ", pozitie.x + (1*sens) )
return true
#verificare mutare (-1, -2)
if pozitie.x + (2*sens) in range(0,8) and pozitie.y - 1 in range(0,8):
if grid_data[pozitie.y - 1][pozitie.x + (2*sens)][0] == -4 * player :
print("calul care ameninta regele (linie,coloana) ", pozitie.y - 1, " ", pozitie.x + (2*sens) )
return true
#verificare mutare (+1, -2)
if pozitie.x + (2*sens) in range(0,8) and pozitie.y + 1 in range(0,8) :
if grid_data[pozitie.y + 1][pozitie.x + (2*sens)][0] == -4* player :
print("calul care ameninta regele (linie,coloana) ", pozitie.y + 1, " ", pozitie.x + (2*sens) )
return true
#verificare mutare(+2,-1)
if pozitie.x + (1*sens) in range (0,8) and pozitie.y +2 in range(0,8):
if grid_data[pozitie.y +2][pozitie.x + (1*sens)][0] == -4*player :
print("calul care ameninta regele (linie,coloana) ", pozitie.y +2, " ", pozitie.x + (1*sens) )
return true
return false
func _on_meniu_game_over_restart():
print("butonul de restart a fost apasat")
new_game()