chess-game/Scene/Pieces/piece.gd
francis 026d634c3a pieces can rotate while moving
whe can color pieces dynamically

pieces have collider and can kill each other
2026-03-06 22:46:34 +01:00

111 lines
2.7 KiB
GDScript
Executable file

@tool
class_name Piece
extends Node3D
@export var piece_res : PieceRes
var is_moving : bool = false
var is_rotating: bool = false
var rotation_target: Vector3
var target : Vector2
var start_pos :Vector3
var start_coord: Vector2i
var mesh_instance_3d: MeshInstance3D
var possible_movements: Array[Vector2i]
@export var team: String = "us"
const PIECE_WHITE = preload("uid://brrbuo0i0e5bh")
const PIECE_RED = preload("uid://bekkxcgjt3hct")
const PIECE_BLACK = preload("uid://bxg7bjgiqfnru")
@onready var attack_area_3d: Area3D = $AttackArea3D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
for rule in piece_res.rules:
rule.ready(self)
print(piece_res.material)
var mesh_instance = MeshInstance3D.new()
mesh_instance.mesh = piece_res.mesh
add_child(mesh_instance)
mesh_instance_3d = mesh_instance
if team == "us":
add_to_group("PlayerPieces")
mesh_instance_3d.material_override = PIECE_WHITE
if team == "them":
print("dadwdawf<sef")
add_to_group("Enemy")
mesh_instance_3d.material_override = PIECE_RED
start_coord = to_coord()
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
if is_moving:
#move to target
var x_diff = 0
var z_diff = 0
if target.x < start_pos.x:
x_diff = -(start_pos.x - target.x)
else:
x_diff = (target.x - start_pos.x)
if target.y < start_pos.z:
z_diff = -(start_pos.z - target.y)
else:
z_diff = (target.y - start_pos.z)
global_translate(Vector3(x_diff, 0, z_diff).normalized() * delta * piece_res.movement_speed)
if abs(position.x - target.x) < 0.1:
position.x = target.x
if abs(target.y - position.z) < 0.1:
position.z = target.y
if position.z == target.y and position.x == target.x:
is_moving = false
pass
if is_rotating:
if rotation_target == rotation:
is_moving = true
pass
pass
func move_to(new_target: Vector2):
for moverule_script in piece_res.rules:
moverule_script.before_move(self)
#if piece_res.piece_type == PieceRes.PieceType.PAWN:
#possible_movements = [Vector2i(0,1)]
target = new_target * 2
start_pos = position
#var angle = atan2((position.z - target.y),(position.x- target.x))
#rotation.y = angle
#rotate_y(angle)
look_at(Vector3(target.x,0,target.y), Vector3.UP)
is_moving = true
pass
func rotate_to(new_rotation: Vector3):
is_rotating = true
rotation_target = new_rotation
pass
func to_coord() -> Vector2i:
return Vector2i(position.x / 2., position.z / 2.)
func die():
queue_free()
pass
func _on_attack_area_3d_body_entered(body: Node3D) -> void:
if body == self:
return
print("body entered")
if body.is_moving:
self.queue_free()
if is_moving:
body.queue_free()
pass # Replace with function body.