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Node.gd
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781
Node.gd
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extends Node
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@export var pion_alb_scene : PackedScene
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@export var pion_negru_scene : PackedScene
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@export var cadran_negru_scene : PackedScene
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@export var cadran_alb_scene : PackedScene
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@export var tura_neagra_scene: PackedScene
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@export var cal_negru_scene: PackedScene
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@export var nebun_negru_scene: PackedScene
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@export var regina_neagra_scene: PackedScene
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@export var rege_negru_scene: PackedScene
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@export var tura_alba_scene: PackedScene
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@export var cal_alb_scene: PackedScene
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@export var nebun_alb_scene: PackedScene
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@export var regina_alba_scene: PackedScene
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@export var rege_alb_scene: PackedScene
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var player : int
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var piesa_panel_pos: Vector2i
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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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var enemy : Vector2i # ajuta la retinerea valorilor pieselor inamice
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var ally : Vector2i
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var piesa_mutare : int
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var transformare_pion = false
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var rege_alb = false # nu stiu daca trebuie puse aici
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var rege_negru = false
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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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piesa_panel_pos=$PanelPiesa.get_position()
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new_game()
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piesa_mutare = 100 # valoare aberanta
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enemy = Vector2i(-6,-1)
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ally = Vector2i(1,6)
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func _input(event):
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cauta_regii()
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if event is InputEventMouseButton :
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if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed :
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piesa_mutare = 99
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create_marker(8, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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get_node("LabelNumePiesa").text=""
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pasi = 1
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print("ATENTIE CLICK DREAPTA DE LA MOUSE ANULEAZA PIESA SELECTATA")
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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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rege_alb = false
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rege_negru = false
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if player == 1 :
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transformare_pion = false
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#miscari pentru pion
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if grid_data[grid_pos.y][grid_pos.x][0] == 6 and pasi == 1 :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(6, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare pion alb in fata
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 and piesa_mutare == 6:
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deplasare_inainte_pion_alb()
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# capturare piesa de catre pion alb pe diagonala
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] < 0 and piesa_mutare == 6:
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capturare_diagonala_pion_alb()
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#miscari pentru tura
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if grid_data[grid_pos.y][grid_pos.x][0] == 5 and pasi == 1 :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(5, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare tura
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 5:
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if pasi == 2:
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luare_piesa_linie_coloana()
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#miscare pentru cal
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if grid_data[grid_pos.y][grid_pos.x][0] == 4 and pasi == 1 :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(4, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare cal
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 4:
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if pasi == 2:
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deplasare_cal()
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#miscari pentru nebuni
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if grid_data[grid_pos.y][grid_pos.x][0] == 3 and pasi == 1 :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(3, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare nebun
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 3:
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if pasi == 2:
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luare_piesa_diagonala()
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#miscari pentru regina
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if grid_data[grid_pos.y][grid_pos.x][0] == 1 and pasi == 1 and transformare_pion == false :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(1, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare regina
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 1:
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if pasi == 2:
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deplasare_regina()
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#miscari pentru rege
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if grid_data[grid_pos.y][grid_pos.x][0] == 2 and pasi == 1:
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(2, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare rege
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] <= 0 and piesa_mutare == 2:
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if pasi == 2:
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deplasare_rege()
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elif player == -1 :
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transformare_pion = false
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if grid_data[grid_pos.y][grid_pos.x][0] == -6 and pasi == 1 :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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create_marker(-6, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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#deplasare pion negru in fata
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] == 0 and piesa_mutare == -6:
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deplasare_inainte_pion_negru()
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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 and piesa_mutare == -6:
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capturare_diagonala_pion_negru()
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#miscari pentru tura
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if grid_data[grid_pos.y][grid_pos.x][0] == -5 and pasi == 1 :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(-5, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare tura
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -5:
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if pasi == 2:
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luare_piesa_linie_coloana()
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#miscarre pentru cal
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if grid_data[grid_pos.y][grid_pos.x][0] == -4 and pasi == 1 :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(-4, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare cal
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -4:
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if pasi == 2:
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deplasare_cal()
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#miscare pentru nebuni
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if grid_data[grid_pos.y][grid_pos.x][0] == -3 and pasi == 1 :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(-3, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare nebun
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -3:
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if pasi == 2:
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luare_piesa_diagonala()
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#miscare pentru regina
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if grid_data[grid_pos.y][grid_pos.x][0] == -1 and pasi == 1 and transformare_pion == false:
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(-1, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare regina
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -1:
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if pasi == 2:
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deplasare_regina()
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#miscare pentru rege
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if grid_data[grid_pos.y][grid_pos.x][0] == -2 and pasi == 1 :
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selectare_piesa()
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get_node("LabelNumePiesa").text=str(start_pos)
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piesa_mutare = grid_data[grid_pos.y][grid_pos.x][0]
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create_marker(-2, piesa_panel_pos+ Vector2i(cell_size/2+24, cell_size/2+25),true)
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#deplasare tura
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elif grid_pos != start_pos and grid_data[grid_pos.y][grid_pos.x][0] >= 0 and piesa_mutare == -2:
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if pasi == 2:
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deplasare_rege()
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func new_game():
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player = 1
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enemy = Vector2i(-6, -1)
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get_node("LabelJucator").text="Alb"
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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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[[5,7], [6,8], [0,7], [0,8], [0,7], [0,8], [-6,7], [-5,8]],
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[[4,8], [6,7], [0,8], [0,7], [0,8], [0,7], [-6,8], [-4,7]],
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[[3,7], [6,8], [0,7], [0,8], [0,7], [0,8], [-6,7], [-3,8]],
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[[1,8], [6,7], [0,8], [0,7], [0,8], [0,7], [-6,8], [-1,7]],
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[[2,7], [6,8], [0,7], [0,8], [0,7], [0,8], [-6,7], [-2,8]],
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[[3,8], [6,7], [0,8], [0,7], [0,8], [0,7], [-6,8], [-3,7]],
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[[4,7], [6,8], [0,7], [0,8], [0,7], [0,8], [-6,7], [-4,8]],
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[[5,8], [6,7], [0,8], [0,7], [0,8], [0,7], [-6,8], [-5,7]]
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]
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pasi = 1
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get_tree().call_group("pioni_albi","queue_free")
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get_tree().call_group("ture_albe","queue_free")
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get_tree().call_group("nebuni_albi","queue_free")
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get_tree().call_group("cai_albi","queue_free")
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get_tree().call_group("regina_alba","queue_free")
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get_tree().call_group("rege_alb","queue_free")
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get_tree().call_group("pioni_negri","queue_free")
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get_tree().call_group("ture_negre","queue_free")
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get_tree().call_group("nebuni_negri","queue_free")
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get_tree().call_group("cai_negri","queue_free")
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get_tree().call_group("regina_neagra","queue_free")
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get_tree().call_group("rege_negru","queue_free")
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$MeniuGameOver.hide()
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get_tree().paused=false
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# punerea pionilor albi pe tabla
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create_marker(6, Vector2i(1,0) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(6, Vector2i(1,1) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(6, Vector2i(1,2) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(6, Vector2i(1,3) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(6, Vector2i(1,4) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(6, Vector2i(1,5) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(6, Vector2i(1,6) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(6, Vector2i(1,7) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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#punerea pionilor negri pe tabla
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create_marker(-6, Vector2i(6,0) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(-6, Vector2i(6,1) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(-6, Vector2i(6,2) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(-6, Vector2i(6,3) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(-6, Vector2i(6,4) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(-6, Vector2i(6,5) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(-6, Vector2i(6,6) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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create_marker(-6, Vector2i(6,7) * cell_size + Vector2i(cell_size /2, cell_size /2 ))
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#punerea turelor negre
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create_marker(-5, Vector2i(7,0) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-5, Vector2i(7,7) * cell_size + Vector2i(cell_size /2, cell_size /2))
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#punerea cailor negri
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create_marker(-4, Vector2i(7,1) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-4, Vector2i(7,6) * cell_size + Vector2i(cell_size /2, cell_size /2))
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#punerea nebunilor negri
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create_marker(-3, Vector2i(7,2) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(-3, Vector2i(7,5) * cell_size + Vector2i(cell_size /2, cell_size /2))
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#punerea regelui si a reginei negre
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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(-2, Vector2i(7,4) * cell_size + Vector2i(cell_size /2, cell_size /2))
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#punerea turelor albe
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create_marker(5, Vector2i(0,0) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(5, Vector2i(0,7) * cell_size + Vector2i(cell_size /2, cell_size /2))
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#punerea cailor albi
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create_marker(4, Vector2i(0,1) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(4, Vector2i(0,6) * cell_size + Vector2i(cell_size /2, cell_size /2))
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#punerea nebunilor albi
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create_marker(3, Vector2i(0,2) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(3, Vector2i(0,5) * cell_size + Vector2i(cell_size /2, cell_size /2))
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#punerea regelui si a reginei albe
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create_marker(1, Vector2i(0,3) * cell_size + Vector2i(cell_size /2, cell_size /2))
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create_marker(2, Vector2i(0,4) * cell_size + Vector2i(cell_size /2, cell_size /2))
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func create_marker(piesa, position, temp=false) :
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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 regina_neagra = regina_neagra_scene.instantiate()
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regina_neagra.position=position
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add_child(regina_neagra)
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if temp: temp_marker=regina_neagra
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if piesa==-2:
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var rege_negru = rege_negru_scene.instantiate()
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rege_negru.position=position
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add_child(rege_negru)
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if temp: temp_marker=rege_negru
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if piesa==-3:
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var nebun_negru = nebun_negru_scene.instantiate()
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nebun_negru.position=position
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add_child(nebun_negru)
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if temp: temp_marker=nebun_negru
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if piesa ==-4:
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var cal_negru = cal_negru_scene.instantiate()
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cal_negru.position=position
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add_child(cal_negru)
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if temp: temp_marker=cal_negru
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if piesa == -5:
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var tura_neagra = tura_neagra_scene.instantiate()
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tura_neagra.position = position
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add_child(tura_neagra)
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if temp: temp_marker=tura_neagra
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if piesa == -6 :
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var pion_negru = pion_negru_scene.instantiate()
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pion_negru.position = position
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add_child(pion_negru)
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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()
|
7
nebun_negru.tscn
Normal file
7
nebun_negru.tscn
Normal file
|
@ -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")
|
16
patrat.gd
Normal file
16
patrat.gd
Normal file
|
@ -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
|
7
patrat.tscn
Normal file
7
patrat.tscn
Normal file
|
@ -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)
|
7
pion_alb.tscn
Normal file
7
pion_alb.tscn
Normal file
|
@ -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")
|
Loading…
Reference in New Issue
Block a user