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prosperon/examples/chess/chess.ce
2026-02-24 21:08:46 -06:00

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