diff --git a/Node.gd b/Node.gd new file mode 100644 index 0000000..9bba025 --- /dev/null +++ b/Node.gd @@ -0,0 +1,781 @@ +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 piesa_panel_pos: Vector2i +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 rege_alb = false # nu stiu daca trebuie puse aici +var rege_negru = false + +# Called when the node enters the scene tree for the first time. +func _ready(): + board_size = 788 + # imparte board_size la 8 pentru a obtine dimensiunea fiecarei celule + cell_size = board_size / 8 + piesa_panel_pos=$PanelPiesa.get_position() + new_game() + piesa_mutare = 100 # valoare aberanta + enemy = Vector2i(-6,-1) + ally = Vector2i(1,6) + + +func _input(event): + cauta_regii() + if event is InputEventMouseButton : + if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed : + piesa_mutare = 99 + create_marker(8, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + get_node("LabelNumePiesa").text="" + pasi = 1 + print("ATENTIE CLICK DREAPTA DE LA MOUSE ANULEAZA PIESA SELECTATA") + 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] + rege_alb = false + rege_negru = false + if player == 1 : + transformare_pion = false + #miscari pentru pion + if grid_data[grid_pos.y][grid_pos.x][0] == 6 and pasi == 1 : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(6, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare pion alb in fata + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 and piesa_mutare == 6: + deplasare_inainte_pion_alb() + # capturare piesa de catre pion alb pe diagonala + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] < 0 and piesa_mutare == 6: + capturare_diagonala_pion_alb() + + #miscari pentru tura + if grid_data[grid_pos.y][grid_pos.x][0] == 5 and pasi == 1 : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(5, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare tura + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 5: + if pasi == 2: + luare_piesa_linie_coloana() + + #miscare pentru cal + if grid_data[grid_pos.y][grid_pos.x][0] == 4 and pasi == 1 : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(4, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare cal + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 4: + if pasi == 2: + deplasare_cal() + + #miscari pentru nebuni + if grid_data[grid_pos.y][grid_pos.x][0] == 3 and pasi == 1 : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(3, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare nebun + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 3: + if pasi == 2: + luare_piesa_diagonala() + + #miscari pentru regina + if grid_data[grid_pos.y][grid_pos.x][0] == 1 and pasi == 1 and transformare_pion == false : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(1, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare regina + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 1: + if pasi == 2: + deplasare_regina() + + #miscari pentru rege + if grid_data[grid_pos.y][grid_pos.x][0] == 2 and pasi == 1: + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(2, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare rege + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 2: + if pasi == 2: + deplasare_rege() + + + + elif player == -1 : + transformare_pion = false + if grid_data[grid_pos.y][grid_pos.x][0] == -6 and pasi == 1 : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + create_marker(-6, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + #deplasare pion negru in fata + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 and piesa_mutare == -6: + deplasare_inainte_pion_negru() + #capturare piesa de catre pion negru pe diagonala + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] > 0 and piesa_mutare == -6: + capturare_diagonala_pion_negru() + + #miscari pentru tura + if grid_data[grid_pos.y][grid_pos.x][0] == -5 and pasi == 1 : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(-5, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare tura + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -5: + if pasi == 2: + luare_piesa_linie_coloana() + + #miscarre pentru cal + if grid_data[grid_pos.y][grid_pos.x][0] == -4 and pasi == 1 : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(-4, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare cal + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -4: + if pasi == 2: + deplasare_cal() + + #miscare pentru nebuni + if grid_data[grid_pos.y][grid_pos.x][0] == -3 and pasi == 1 : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(-3, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare nebun + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -3: + if pasi == 2: + luare_piesa_diagonala() + + #miscare pentru regina + if grid_data[grid_pos.y][grid_pos.x][0] == -1 and pasi == 1 and transformare_pion == false: + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(-1, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare regina + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -1: + if pasi == 2: + deplasare_regina() + + #miscare pentru rege + if grid_data[grid_pos.y][grid_pos.x][0] == -2 and pasi == 1 : + selectare_piesa() + get_node("LabelNumePiesa").text=str(start_pos) + piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0] + create_marker(-2, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + #deplasare tura + elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -2: + if pasi == 2: + deplasare_rege() + +func new_game(): + player = 1 + enemy = Vector2i(-6, -1) + get_node("LabelJucator").text="Alb" + # [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]], + [[1,8], [6,7], [0,8], [0,7], [0,8], [0,7], [-6,8], [-1,7]], + [[2,7], [6,8], [0,7], [0,8], [0,7], [0,8], [-6,7], [-2,8]], + [[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 + get_tree().call_group("pioni_albi","queue_free") + get_tree().call_group("ture_albe","queue_free") + get_tree().call_group("nebuni_albi","queue_free") + get_tree().call_group("cai_albi","queue_free") + get_tree().call_group("regina_alba","queue_free") + get_tree().call_group("rege_alb","queue_free") + get_tree().call_group("pioni_negri","queue_free") + get_tree().call_group("ture_negre","queue_free") + get_tree().call_group("nebuni_negri","queue_free") + get_tree().call_group("cai_negri","queue_free") + get_tree().call_group("regina_neagra","queue_free") + get_tree().call_group("rege_negru","queue_free") + $MeniuGameOver.hide() + get_tree().paused=false + # 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 regelui si a reginei negre + create_marker(-1, Vector2i(7,3) * cell_size + Vector2i(cell_size /2, cell_size /2)) + create_marker(-2, Vector2i(7,4) * 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 regelui si a reginei albe + create_marker(1, Vector2i(0,3) * cell_size + Vector2i(cell_size /2, cell_size /2)) + create_marker(2, Vector2i(0,4) * cell_size + Vector2i(cell_size /2, cell_size /2)) +func create_marker(piesa, position, temp=false) : + #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) + if temp: temp_marker=regina_neagra + if piesa==-2: + var rege_negru = rege_negru_scene.instantiate() + rege_negru.position=position + add_child(rege_negru) + if temp: temp_marker=rege_negru + if piesa==-3: + var nebun_negru = nebun_negru_scene.instantiate() + nebun_negru.position=position + add_child(nebun_negru) + if temp: temp_marker=nebun_negru + if piesa ==-4: + var cal_negru = cal_negru_scene.instantiate() + cal_negru.position=position + add_child(cal_negru) + if temp: temp_marker=cal_negru + if piesa == -5: + var tura_neagra = tura_neagra_scene.instantiate() + tura_neagra.position = position + add_child(tura_neagra) + if temp: temp_marker=tura_neagra + if piesa == -6 : + var pion_negru = pion_negru_scene.instantiate() + pion_negru.position = position + add_child(pion_negru) + if temp: temp_marker=pion_negru + if piesa==1: + var regina_alba=regina_alba_scene.instantiate() + regina_alba.position=position + add_child(regina_alba) + if temp: temp_marker=regina_alba + if piesa==2: + var rege_alb=rege_alb_scene.instantiate() + rege_alb.position=position + add_child(rege_alb) + if temp: temp_marker=rege_alb + if piesa==3: + var nebun_alb=nebun_alb_scene.instantiate() + nebun_alb.position=position + add_child(nebun_alb) + if temp: temp_marker=nebun_alb + if piesa==4: + var cal_alb=cal_alb_scene.instantiate() + cal_alb.position=position + add_child(cal_alb) + if temp: temp_marker=cal_alb + if piesa == 5: + var tura_alba = tura_alba_scene.instantiate() + tura_alba.position=position + add_child(tura_alba) + if temp: temp_marker=tura_alba + if piesa == 6 : + var pion_alb = pion_alb_scene.instantiate() + pion_alb.position = position + add_child(pion_alb) + if temp: temp_marker=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 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: + create_marker(grid_data[grid_pos.y][grid_pos.x][1], grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2) ) + 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: + create_marker(grid_data[grid_pos.y][grid_pos.x][1], grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2) ) + 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_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: + create_marker(grid_data[grid_pos.y][grid_pos.x][1], grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2) ) + 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 : + deplasare_piesa() + if grid_pos.x == 0: + create_marker(grid_data[grid_pos.y][grid_pos.x][1], grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2) ) + 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 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") + +func selectare_piesa(): + start_piesa = grid_data[grid_pos.y][grid_pos.x][0] + start_pos = grid_pos + print("player", player, "a apasat pe chenarul ", grid_pos ) + print("a fost selectata piesa ", start_piesa) + pasi = 2 + +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) + +#deplasare_piesa este folosita in functia deplasare_cal si deplasare_piesa_diagonala +func deplasare_piesa(): + #marcare noua pozitie a piesei + grid_data[grid_pos.y][grid_pos.x][0] = start_piesa + create_marker(start_piesa, grid_pos * cell_size + Vector2i(cell_size /2, cell_size /2 + 5 )) + #demarcare vechea pozitie a piesei + create_marker(grid_data[start_pos.y][start_pos.x][1], start_pos * cell_size + Vector2i(cell_size /2, cell_size /2) ) + grid_data[start_pos.y][start_pos.x][0] = 0 + print(grid_pos) + print(grid_data) + pasi = 1 + player *= -1 + if player==1: + get_node("LabelJucator").text="Alb" + get_node("LabelNumePiesa").text="" + elif player==-1: + get_node("LabelJucator").text="Negru" + get_node("LabelNumePiesa").text="" + set_ally_and_enemy() + create_marker(8, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true) + +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() + +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") + +func deplasare_regina(): + luare_piesa_linie_coloana() + luare_piesa_diagonala() + +func deplasare_rege(): + 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() + # 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() + #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() + #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() + + + 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() + # 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() + #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() + #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() + +func cauta_regii(): + for i in range (0,8): + for j in range(0,8): + if grid_data[i][j][0] == 2: + rege_alb = true + if grid_data[i][j][0] == - 2: + rege_negru = true + if rege_alb == false : + print( "REGELE ALB A FOST CAPTURAT< NU SE MAI POATE CONTINUA!") + $MeniuGameOver.show() + $MeniuGameOver/LabelCastigator.text="Player 2 a câștigat!" + get_tree().paused=true + if rege_negru == false : + print("REGELE NEGRU A FOST CAPTURAT< NU SE MAI POATE CONTINUA!") + $MeniuGameOver.show() + $MeniuGameOver/LabelCastigator.text="Player 1 a câștigat!" + get_tree().paused=true + +func _on_meniu_game_over_restart(): + new_game() diff --git a/nebun_negru.tscn b/nebun_negru.tscn new file mode 100644 index 0000000..235c290 --- /dev/null +++ b/nebun_negru.tscn @@ -0,0 +1,7 @@ +[gd_scene load_steps=2 format=3 uid="uid://cyfend41hs8ql"] + +[ext_resource type="Texture2D" uid="uid://b8s2ba8dxoewg" path="res://Asset/nebun_negru.jpg" id="1_qyk88"] + +[node name="Sprite2D" type="Sprite2D" groups=["nebuni_negri"]] +scale = Vector2(0.6, 0.6) +texture = ExtResource("1_qyk88") diff --git a/patrat.gd b/patrat.gd new file mode 100644 index 0000000..f17fea3 --- /dev/null +++ b/patrat.gd @@ -0,0 +1,16 @@ +@tool +extends ColorRect +@export var dark :bool= false : + set(v): + dark=v + color=Color.BLACK if dark else Color.WHITE + + +# Called when the node enters the scene tree for the first time. +func _ready(): + pass # Replace with function body. + + +# Called every frame. 'delta' is the elapsed time since the previous frame. +func _process(delta): + pass diff --git a/patrat.tscn b/patrat.tscn new file mode 100644 index 0000000..18cc88a --- /dev/null +++ b/patrat.tscn @@ -0,0 +1,7 @@ +[gd_scene format=3 uid="uid://b5ubq4m4stdr5"] + +[node name="Pătrat" type="ColorRect"] +custom_minimum_size = Vector2(95, 95) +offset_right = 48.0 +offset_bottom = 48.0 +color = Color(1, 0.843137, 0, 1) diff --git a/pion_alb.tscn b/pion_alb.tscn new file mode 100644 index 0000000..9004dd7 --- /dev/null +++ b/pion_alb.tscn @@ -0,0 +1,7 @@ +[gd_scene load_steps=2 format=3 uid="uid://dsgf3iy1cj7vd"] + +[ext_resource type="Texture2D" uid="uid://i3yvfhq53pk8" path="res://Asset/Pion_alb.jpeg" id="1_enrlx"] + +[node name="Pion_alb" type="Sprite2D" groups=["pioni_albi"]] +scale = Vector2(0.6, 0.6) +texture = ExtResource("1_enrlx")