added checkmating. also touched every function to support this, and added a few more too
This commit is contained in:
parent
1a5368956f
commit
5163f85f12
2 changed files with 281 additions and 82 deletions
318
Main.gd
318
Main.gd
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@ -8,9 +8,13 @@ var board_cell = 128
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const BOARD_WIDTH = 7 # starting at 0..7
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const BOARD_HEIGHT = 7
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var history = []
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var team1_capture = new_board()
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var team2_capture = new_board()
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var game_over = false
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var movement_layer = false
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var movement_layer_piece = null
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@ -34,66 +38,117 @@ func _ready():
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#spawn_piece('pawn', 'teal', 1, 6, team1)
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#spawn_piece('pawn', 'orange', 2, 4, team2)
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#team2_king = spawn_piece('king', 'red', 4, 0, team2)
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#spawn_piece('rook', 'teal', 5, 1, team1)
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#spawn_piece('rook', 'red', 7, 0, team2)
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#spawn_piece('rook', 'red', 0, 0, team2)
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#team1_king = spawn_piece('king', 'orange', 4, 7, team1)
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#spawn_piece('bishop', 'orange', 3, 7, team1)
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#spawn_piece('pawn', 'orange', 5, 6, team1)
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#spawn_piece('pawn', 'orange', 3, 6, team1)
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#spawn_piece('pawn', 'orange', 4, 6, team1)
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#spawn_piece('rook', 'teal', 7, 3, team2)
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#spawn_piece('rook', 'orange', 0, 0, team2)
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#spawn_piece('rook', 'orange', 7, 0, team2)
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#team1_king = spawn_piece('rook', 'teal', 5, 3, team1)
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#spawn_piece('pawn', 'blue', 6, 0, team1)
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update_capture_tables()
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var captures = update_capture_tables(board_to_text_board(board))
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team1_capture = captures[0]
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team2_capture = captures[1]
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save_turn()
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OS.set_window_size(Vector2(700,700))
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OS.set_window_always_on_top(true)
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#OS.set_window_always_on_top(true)
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# horrifying discovery: this occurs after the signal capturing functions
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func _process(_delta):
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safely_handle_movement = false
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if Input.is_action_just_pressed("mouse2"):
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if click_spot() == Vector2(0,0):
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print(history)
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if click_spot() == Vector2(1,0):
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#print(team2_every_legal_move(board_to_text_board(board)))
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print("whoops")
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if click_spot() == Vector2(2,0):
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print(board_to_text_board(board))
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func new_turn():
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update_capture_tables()
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is_king_checked()
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var text_board = board_to_text_board(board)
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var captures = update_capture_tables(text_board)
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team1_capture = captures[0]
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team2_capture = captures[1]
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#print(captures)
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is_king_team1_checked(text_board, true, team2_capture)
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is_king_team2_checked(text_board, true, team1_capture)
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check_for_promotion()
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turn += 1
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print("Turn: %s" % turn)
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save_turn()
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func update_capture_tables():
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team1_capture = new_board()
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team2_capture = new_board()
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var pieces = get_tree().get_nodes_in_group("piece")
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func save_turn():
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var text_board = board_to_text_board(board)
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history.append(text_board)
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enum piece_names {
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pawn,
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rook,
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knight,
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bishop,
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king,
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queen
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}
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func board_to_text_board(boarde):
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var text_board = new_board()
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for i in 8:
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for k in 8:
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if boarde[i][k] is Object:
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var curr_piece = boarde[i][k]
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var piece_name = curr_piece.get_piece()
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var piece_enum = piece_names.get(piece_name)
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var team = curr_piece.get_team()
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var has_moved = curr_piece.has_moved
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var in_check = curr_piece.in_check
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var en_passant = null
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if curr_piece == en_passant_pawn: en_passant = 1
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#var color = curr_piece.get_piece_color_by_region()
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text_board[i][k] = [piece_enum, team, en_passant, has_moved, in_check]
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else:
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text_board[i][k] = 0
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return text_board
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func update_capture_tables(text_board):
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var t1_capture = new_board()
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var t2_capture = new_board()
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var pieces = get_pieces(text_board)
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for e in pieces:
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if ! e.killed:
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var coords = position_to_board_cell(e.position)
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if e.get_team() == team1:
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team1_capture[coords[0]][coords[1]] = 2
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var coords = e[chess_enum.pos]
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if e[chess_enum.team] == team1:
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t1_capture[coords[0]][coords[1]] = 2
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else: # team2
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team2_capture[coords[0]][coords[1]] = 2
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t2_capture[coords[0]][coords[1]] = 2
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for e in pieces:
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if ! e.killed:
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var coords = position_to_board_cell(e.position)
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var coords = e[chess_enum.pos]
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var pattern = get_move_pattern(e, coords)
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var captured = can_chess_move(pattern, coords, false)
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if e.get_team() == team1:
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var captured = can_chess_move(pattern, coords, text_board, tile_setting.hide_tiles_and_cover_allies)
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if e[chess_enum.team] == team1:
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#rint(captured)
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for c in captured:
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if c.size() == 3:
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if c[2] == "not attacking":
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continue
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team1_capture[c[0]][c[1]] = 1
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t1_capture[c[0]][c[1]] = 1
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else: # team2
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for c in captured:
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if c.size() == 3:
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if c[2] == "not attacking":
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continue
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team2_capture[c[0]][c[1]] = 1
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t2_capture[c[0]][c[1]] = 1
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#print(team1_capture)
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#print(team2_capture)
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#for i in 8:
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# for k in 8:
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# if team2_capture[i][k] == 1:
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# if t1_capture[i][k] == 1:
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# var move_tile = movetile_scene.instance()
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# add_child(move_tile)
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# move_tile.set_color("red")
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# move_tile.position = in_square(Vector2(i * board_cell, k * board_cell))
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return [t1_capture, t2_capture]
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func check_for_promotion():
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var pieces = get_tree().get_nodes_in_group("piece")
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@ -105,21 +160,117 @@ func check_for_promotion():
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# TODO: player option
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e.set_piece("queen", e.get_piece_color_by_region())
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func is_king_checked():
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func is_king_team2_checked(text_board, enumerate=true, capture_table=[]):
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if team2_king:
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var coords_team2 = position_to_board_cell(team2_king.position)
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if team1_capture[coords_team2[0]][coords_team2[1]] >= 1:
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for i in 8:
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for k in 8:
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if text_board[i][k] and text_board[i][k][chess_enum.piece_enum] == piece_names["king"] and text_board[i][k][chess_enum.team] == team2:
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if capture_table[i][k] >= 1:
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if enumerate:
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print("Aye, team2 in check.")
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team2_king.in_check = true
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if enumerate_checkmate(text_board, 2):
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print("Game over: Checkmate! Team 1 wins!")
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game_over = true
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return true
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else:
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team2_king.in_check = false
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return false
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func is_king_team1_checked(text_board, enumerate=true, capture_table=[]):
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if team1_king:
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var coords_team1 = position_to_board_cell(team1_king.position)
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if team2_capture[coords_team1[0]][coords_team1[1]] >= 1:
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for i in 8:
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for k in 8:
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if text_board[i][k] and text_board[i][k][chess_enum.piece_enum] == piece_names["king"] and text_board[i][k][chess_enum.team] == team1:
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if capture_table[i][k] >= 1:
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if enumerate:
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print("Aye, team1 in check.")
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team1_king.in_check = true
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if enumerate_checkmate(text_board, 1):
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print("Game over: Checkmate! Team 2 wins!")
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game_over = true
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return true
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else:
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team1_king.in_check = false
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return false
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func enumerate_checkmate(text_board, which_king=1):
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var checkmate = true
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var legal_every_move = team_every_legal_move(text_board, which_king)
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for every_move in legal_every_move:
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var piece = every_move[0]
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#rint("piece at (%s,%s)" % [piece[0],piece[1]])
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for move in every_move[1]:
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#rint("can move to: (%s,%s)" % [move[0],move[1]])
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var fake_board = pretend_text_board_movement(text_board.duplicate(true), piece, move)
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#print(text_board)
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#print(fake_board)
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var fake_captures = update_capture_tables(fake_board)
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if which_king == 1:
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if is_king_team1_checked(fake_board, false, fake_captures[1]):
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pass
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#rint("King in check on this fake board!!")
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else:
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#rint("King ***NOT*** in check! Not a ckeckmate!")
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checkmate = false
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else: # team2
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if is_king_team2_checked(fake_board, false, fake_captures[0]):
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pass
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#rint("King in check on this fake board!!")
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else:
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#rint("King ***NOT*** in check! Not a ckeckmate!")
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checkmate = false
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return checkmate
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func get_pieces(text_board):
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var pieces = []
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var deepcopy = text_board.duplicate(true)
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for i in 8:
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for k in 8:
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if deepcopy[i][k] is Array:
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deepcopy[i][k].append([i,k])
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pieces.append(deepcopy[i][k]) # 6
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return pieces
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func team_every_legal_move(text_board, team):
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var every_legal_move = []
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for i in 8:
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for k in 8:
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if text_board[i][k] is Array and text_board[i][k][chess_enum.team] == team:
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var piece_name = text_board[i][k][chess_enum.piece_enum]
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var coords = [i,k]
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var move_pattern
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#var name_of_this = match_piece_names_enums(piece_name)
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move_pattern = get_move_pattern([piece_name, team2], coords)
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every_legal_move.append([[i,k], can_chess_move(move_pattern, coords, text_board, tile_setting.hide_tiles_no_cover_allies)])
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#rint(every_legal_move)
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return every_legal_move
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func match_piece_names_enums(piece_name):
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if piece_names["pawn"] == piece_name:
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return "pawn"
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elif piece_names["rook"] == piece_name:
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return "rook"
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elif piece_names["knight"] == piece_name:
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return "knight"
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elif piece_names["bishop"] == piece_name:
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return "bishop"
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elif piece_names["queen"] == piece_name:
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return "queen"
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elif piece_names["king"] == piece_name:
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return "king"
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else:
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print("unknown piece: %s" % piece_name)
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func pretend_text_board_movement(text_board, old_coords, new_coords):
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#print("old coords: (%s , %s)" % old_coords)
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#print("new coords: (%s , %s)" % [new_coords[0], new_coords[1]])
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#print(text_board)
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var new_text_board = text_board.duplicate(true)
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new_text_board[new_coords[0]][new_coords[1]] = new_text_board[old_coords[0]][old_coords[1]]
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new_text_board[old_coords[0]][old_coords[1]] = 0
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#print(new_text_board)
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return new_text_board
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func remove_movement_layer():
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movement_layer = false
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@ -140,7 +291,7 @@ func piece_clicked(piece):
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var location = click_spot()
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#rint("Spot: %s " % location)
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var pattern = get_move_pattern(piece, location)
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if can_chess_move(pattern, location):
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if can_chess_move(pattern, location, board_to_text_board(board)):
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movement_layer = true
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movement_layer_piece = location
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@ -257,10 +408,20 @@ enum {
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}
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func get_move_pattern(piece, coords):
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var piece_name = piece.get_piece()
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var piece_name
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var team
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if piece is Object:
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piece_name = piece.get_piece()
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team = piece.get_team()
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else:
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piece_name = match_piece_names_enums(piece[chess_enum.piece_enum])
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#print(piece_name)
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team = piece[1]
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#rint("Array: %s, %s" % [piece_name, team])
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match (piece_name):
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"pawn":
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if piece.get_team() == team1:
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if team == team1:
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if coords[1] == 6:
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return [attack_1_nw, move_2_up_pawn, attack_1_ne, en_passant_ne, en_passant_nw]
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else:
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@ -283,10 +444,26 @@ func get_move_pattern(piece, coords):
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_:
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return []
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func can_chess_move(pattern, coords, create_tiles=true):
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enum chess_enum {
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piece_enum = 0,
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team = 1,
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en_passant = 2,
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has_moved = 3,
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in_check = 4,
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pos = 5
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}
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enum tile_setting {
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hide_tiles_and_cover_allies = 0
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show_tiles = 1
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hide_tiles_no_cover_allies = 2
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}
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func can_chess_move(pattern, coords, text_board, create_tiles=tile_setting.show_tiles):
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var can_move = []
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var curr_piece = board[coords[0]][coords[1]]
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var curr_team = curr_piece.get_team()
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#rint(text_board[coords[0]][coords[1]])
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var curr_piece = text_board[coords[0]][coords[1]]
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var curr_team = curr_piece[chess_enum.team]
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for e in pattern:
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match (e):
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move_1_down_pawn:
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@ -304,17 +481,23 @@ func can_chess_move(pattern, coords, create_tiles=true):
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test2[0].push_back("not attacking")
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can_move.append_array(test2)
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attack_1_sw:
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can_move.append_array(make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}, create_tiles))
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var test = make_tiles(coords, [-1,1], 1, false, curr_team, {"must_attack": true}, create_tiles)
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if test:
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test[0].push_back("must attack")
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can_move.append_array(test)
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attack_1_se:
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can_move.append_array(make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}, create_tiles))
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var test = make_tiles(coords, [1,1], 1, false, curr_team, {"must_attack": true}, create_tiles)
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if test:
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test[0].push_back("must attack")
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can_move.append_array(test)
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en_passant_sw:
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var pawn_maybe = board[coords[0]-1][coords[1]]
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if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
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var pawn_maybe = text_board[coords[0]-1][coords[1]]
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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can_move.append_array(make_tiles(coords, [-1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
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en_passant_se:
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if ! coords[0] + 1 > BOARD_WIDTH:
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var pawn_maybe = board[coords[0]+1][coords[1]]
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if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
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var pawn_maybe = text_board[coords[0]+1][coords[1]]
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if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
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can_move.append_array(make_tiles(coords, [1,1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
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move_1_up_pawn:
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@ -332,17 +515,23 @@ func can_chess_move(pattern, coords, create_tiles=true):
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test2[0].push_back("not attacking")
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can_move.append_array(test2)
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attack_1_nw:
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can_move.append_array(make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles))
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var test = make_tiles(coords, [-1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles)
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if test:
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test[0].push_back("must attack")
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can_move.append_array(test)
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attack_1_ne:
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can_move.append_array(make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles))
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var test = make_tiles(coords, [1,-1], 1, false, curr_team, {"must_attack": true}, create_tiles)
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if test:
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test[0].push_back("must attack")
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can_move.append_array(test)
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en_passant_nw:
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var pawn_maybe = board[coords[0]-1][coords[1]]
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if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
|
||||
var pawn_maybe = text_board[coords[0]-1][coords[1]]
|
||||
if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
|
||||
can_move.append_array(make_tiles(coords, [-1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
|
||||
en_passant_ne:
|
||||
if ! coords[0] + 1 > BOARD_WIDTH:
|
||||
var pawn_maybe = board[coords[0]+1][coords[1]]
|
||||
if pawn_maybe and pawn_maybe.get_piece() == "pawn" and pawn_maybe == en_passant_pawn and pawn_maybe.get_team() != curr_team:
|
||||
var pawn_maybe = text_board[coords[0]+1][coords[1]]
|
||||
if pawn_maybe and pawn_maybe[chess_enum.piece_enum] == piece_names["pawn"] and pawn_maybe[chess_enum.en_passant] == 1 and pawn_maybe[chess_enum.team] != curr_team:
|
||||
can_move.append_array(make_tiles(coords, [1,-1], 1, true, curr_team, {"en_passant_pawn": pawn_maybe}, create_tiles))
|
||||
|
||||
move_up_inf:
|
||||
|
@ -354,14 +543,15 @@ func can_chess_move(pattern, coords, create_tiles=true):
|
|||
move_right_inf:
|
||||
can_move.append_array(make_tiles(coords, [1,0], BOARD_WIDTH, false, curr_team, {}, create_tiles))
|
||||
castling:
|
||||
if ! curr_piece.has_moved and ! curr_piece.in_check:
|
||||
if ! curr_piece[chess_enum.has_moved] and ! curr_piece[chess_enum.in_check]:
|
||||
var y = coords[1]
|
||||
var king_x = coords[0]
|
||||
var pieces = get_tree().get_nodes_in_group("piece")
|
||||
#var pieces = get_tree().get_nodes_in_group("piece")
|
||||
var pieces = get_pieces(text_board)
|
||||
for ele in pieces:
|
||||
if ele.get_team() == curr_team and ele.get_piece() == "rook" and ! ele.has_moved and position_to_board_cell(ele.position)[1] == y:
|
||||
if ele[chess_enum.team] == curr_team and ele[chess_enum.piece_enum] == piece_names["rook"] and ! ele[chess_enum.has_moved] and ele[chess_enum.pos][1] == y:
|
||||
#rint(ele)
|
||||
var rook_x = position_to_board_cell(ele.position)[0]
|
||||
var rook_x = ele[chess_enum.pos][0]
|
||||
# king side
|
||||
if rook_x > king_x:
|
||||
var blocked = false
|
||||
|
@ -456,15 +646,19 @@ func movetile_clicked(move_tile):
|
|||
en_passant_pawn = curr_piece
|
||||
en_passant_wait = 2 # gets -1 in this script later
|
||||
if move_tile.castling_rook:
|
||||
var rook_location = position_to_board_cell(move_tile.castling_rook.position)
|
||||
# king
|
||||
# move_tile.castling_rook actually an array (created by get_pieces() rather than an object)
|
||||
var rook_location = move_tile.castling_rook[chess_enum["pos"]]
|
||||
# need to take that pos and figure out which rook object refers to
|
||||
var pos = position_to_board_cell(Vector2(rook_location[0] * board_cell, rook_location[1] * board_cell))
|
||||
var rook = board[pos[0]][pos[1]]
|
||||
# king side
|
||||
if 7 == rook_location[0]:
|
||||
move_tile.castling_rook.position = in_square(Vector2(5 * board_cell, rook_location[1] * board_cell))
|
||||
rook.position = in_square(Vector2(5 * board_cell, rook_location[1] * board_cell))
|
||||
board[5][rook_location[1]] = board[7][rook_location[1]]
|
||||
board[7][rook_location[1]] = 0
|
||||
# queen
|
||||
# queen side
|
||||
else:
|
||||
move_tile.castling_rook.position = in_square(Vector2(3 * board_cell, rook_location[1] * board_cell))
|
||||
rook.position = in_square(Vector2(3 * board_cell, rook_location[1] * board_cell))
|
||||
board[3][rook_location[1]] = board[0][rook_location[1]]
|
||||
board[0][rook_location[1]] = 0
|
||||
|
||||
|
@ -512,7 +706,7 @@ func make_tiles(coords, pattern, go_range, cant_attack, curr_team,
|
|||
'tile_is_en_passant': false,
|
||||
'en_passant_pawn': null,
|
||||
'castling_rook': null
|
||||
}, create_tiles = true):
|
||||
}, create_tiles = 1):
|
||||
var x = coords[0]
|
||||
var y = coords[1]
|
||||
var pattern0 = pattern[0]
|
||||
|
@ -529,18 +723,18 @@ func make_tiles(coords, pattern, go_range, cant_attack, curr_team,
|
|||
if (x + a) <= BOARD_WIDTH and (y + b) <= BOARD_HEIGHT and (x + a) >= 0 and (y + b) >= 0 :
|
||||
var check = board[x + a][y + b]
|
||||
if ! check and ! dict.get("must_attack"):
|
||||
if create_tiles:
|
||||
if create_tiles == 1:
|
||||
spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"), dict.get("castling_rook"))
|
||||
made_tile.push_back([x + a, y + b])
|
||||
elif dict.get("must_attack"): # pawn setting
|
||||
if check and check.get_team() != curr_team:
|
||||
if create_tiles:
|
||||
if create_tiles == 1:
|
||||
spawn_move_tile([x + a, y + b])
|
||||
made_tile.push_back([x + a, y + b])
|
||||
elif ! create_tiles:
|
||||
elif create_tiles == 0:
|
||||
made_tile.push_back([x + a, y + b])
|
||||
elif ! cant_attack and check.get_team() != curr_team:
|
||||
if create_tiles:
|
||||
if create_tiles == 1:
|
||||
spawn_move_tile([x + a, y + b], dict.get("tile_is_en_passant"), dict.get("en_passant_pawn"))
|
||||
made_tile.push_back([x + a, y + b])
|
||||
break # rules of chess say pieces cant go past another
|
||||
|
|
|
@ -41,6 +41,11 @@ mouse1={
|
|||
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":1,"pressed":false,"doubleclick":false,"script":null)
|
||||
]
|
||||
}
|
||||
mouse2={
|
||||
"deadzone": 0.5,
|
||||
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":2,"pressed":false,"doubleclick":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
|
|
Loading…
Reference in a new issue