233 lines
5.7 KiB
Plaintext
233 lines
5.7 KiB
Plaintext
var core = use('core')
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var camera = use('camera')
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var compositor = use('compositor')
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var input = use('input')
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var shape = use('shape2d')
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var sprite_factory = use('sprite')
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var text2d = use('text2d')
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var Grid = use('grid')
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var MovementSystem = use('movement').MovementSystem
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var startingPos = use('pieces').startingPosition
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var rules = use('rules')
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var S = 60
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var GW = S * 8, GH = S * 8
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var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
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var hud_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
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input.configure({
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action_map: {
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select: ['mouse_button_left'],
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cancel: ['escape', 'mouse_button_right']
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}
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})
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// Build board
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var grid = Grid(8, 8)
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grid.width = 8
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grid.height = 8
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var mover = MovementSystem(grid, rules)
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startingPos(grid)
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// Board squares (shape2d)
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var light_color = {r: 0.93, g: 0.93, b: 0.85, a: 1}
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var dark_color = {r: 0.45, g: 0.55, b: 0.35, a: 1}
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var select_color = {r: 1, g: 0.84, b: 0, a: 1}
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var valid_color = {r: 0.6, g: 0.8, b: 0.4, a: 1}
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var board_shapes = []
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var bx = 0, by = 0
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for (by = 0; by < 8; by++) {
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var row = []
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for (bx = 0; bx < 8; bx++) {
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var col = ((bx + by) & 1) ? dark_color : light_color
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push(row, shape.rect({
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pos: {x: bx * S + S / 2, y: by * S + S / 2},
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width: S, height: S,
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fill: {r: col.r, g: col.g, b: col.b, a: col.a},
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plane: 'game', layer: 0
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}))
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}
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push(board_shapes, row)
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}
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// Piece sprites — one per piece, keyed by piece object
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var piece_sprites = {}
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var piece_id = 0
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grid.each(function(p) {
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piece_id++
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p._id = piece_id
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piece_sprites[piece_id] = sprite_factory({
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image: p.sprite,
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pos: {x: p.coord[0] * S + S / 2, y: p.coord[1] * S + S / 2},
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width: S, height: S,
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anchor_x: 0.5, anchor_y: 0.5,
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plane: 'game', layer: 1
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})
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})
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// Selection state
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var selectPos = null
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var validMoves = []
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// Mouse position in grid coords
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var hover_gx = -1, hover_gy = -1
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// Status text
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var status_label = text2d({
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text: "White's turn", pos: {x: 10, y: GH - 20},
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plane: 'hud', size: 14, color: {r: 1, g: 1, b: 1, a: 1}
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})
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function update_status() {
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status_label.text = mover.turn + "'s turn"
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}
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function reset_board_colors() {
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var x = 0, y = 0
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for (y = 0; y < 8; y++) {
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for (x = 0; x < 8; x++) {
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var col = ((x + y) & 1) ? dark_color : light_color
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board_shapes[y][x].fill = {r: col.r, g: col.g, b: col.b, a: col.a}
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}
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}
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}
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function highlight_selection() {
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reset_board_colors()
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if (!selectPos) return
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// Highlight selected square
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board_shapes[selectPos[1]][selectPos[0]].fill = {
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r: select_color.r, g: select_color.g, b: select_color.b, a: select_color.a
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}
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// Highlight valid moves
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var i = 0
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for (i = 0; i < length(validMoves); i++) {
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var m = validMoves[i]
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board_shapes[m[1]][m[0]].fill = {
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r: valid_color.r, g: valid_color.g, b: valid_color.b, a: valid_color.a
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}
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}
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}
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function compute_valid_moves(from) {
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validMoves = []
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var piece = grid.at(from)[0]
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if (!piece) return
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var x = 0, y = 0, to = null, dest = null
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for (y = 0; y < 8; y++) {
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for (x = 0; x < 8; x++) {
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to = [x, y]
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dest = grid.at(to)
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if (length(dest) && dest[0].colour == piece.colour) continue
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if (rules.canMove(piece, from, to, grid))
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push(validMoves, to)
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}
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}
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}
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function sync_piece_sprites() {
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grid.each(function(p) {
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var spr = piece_sprites[p._id]
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if (!spr) return
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if (p.captured) {
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spr.visible = false
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} else {
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spr.pos.x = p.coord[0] * S + S / 2
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spr.pos.y = p.coord[1] * S + S / 2
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spr.visible = true
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}
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})
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}
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// Input handler
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var game_input = {
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on_input: function(action, data) {
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if (!data.pressed) return
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if (action == 'cancel') {
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selectPos = null
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validMoves = []
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highlight_selection()
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return
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}
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if (action == 'select' && hover_gx >= 0 && hover_gx < 8 && hover_gy >= 0 && hover_gy < 8) {
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var clicked = [hover_gx, hover_gy]
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var cell = grid.at(clicked)
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if (selectPos) {
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// Try to move
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var is_valid = false
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var i = 0
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for (i = 0; i < length(validMoves); i++) {
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if (validMoves[i][0] == clicked[0] && validMoves[i][1] == clicked[1]) {
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is_valid = true
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break
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}
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}
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if (is_valid) {
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var src_piece = grid.at(selectPos)[0]
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if (src_piece && mover.tryMove(src_piece, clicked)) {
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sync_piece_sprites()
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update_status()
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}
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selectPos = null
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validMoves = []
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} else if (length(cell) && cell[0].colour == mover.turn) {
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// Select different piece
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selectPos = clicked
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compute_valid_moves(selectPos)
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} else {
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selectPos = null
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validMoves = []
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}
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} else {
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// Select piece
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if (length(cell) && cell[0].colour == mover.turn) {
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selectPos = clicked
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compute_valid_moves(selectPos)
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}
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}
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highlight_selection()
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}
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}
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}
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input.player1().possess(game_input)
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var comp_config = {
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clear: {r: 0.15, g: 0.15, b: 0.2, a: 1},
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planes: [
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{name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'},
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{name: 'hud', camera: hud_cam, resolution: {width: GW, height: GH}, presentation: 'stretch'}
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]
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}
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core.start({
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width: 640, height: 640, title: "Chess",
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input: function(ev) {
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if (ev.type == 'mouse_motion') {
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// Convert pixel coords to grid coords via camera
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var wp = game_cam.window_to_world(ev.pos.x, ev.pos.y)
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if (wp) {
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hover_gx = floor(wp.x / S)
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hover_gy = floor(wp.y / S)
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}
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}
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},
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update: function(dt) {
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},
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render: function() {
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return compositor.execute(compositor.compile(comp_config))
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}
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})
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