From c73929c98667f79e722d8b2add642af71919d6f2 Mon Sep 17 00:00:00 2001 From: Alan <alanjfogel@gmail.com> Date: Fri, 31 Jan 2025 20:05:22 -0600 Subject: [PATCH] Fixed a bunch of godot editor warnings --- .godot/editor/editor_layout.cfg | 10 ++--- .godot/editor/filesystem_update4 | 4 ++ .godot/editor/script_editor_cache.cfg | 10 ++--- scenes/game.tscn | 2 - scripts/Assassin.gd | 44 ++++++++++----------- scripts/Bishop.gd | 4 +- scripts/King.gd | 4 +- scripts/Knight.gd | 4 +- scripts/Mage.gd | 8 ++-- scripts/Pawn.gd | 4 +- scripts/Piece.gd | 8 ++-- scripts/Queen.gd | 4 +- scripts/Rook.gd | 4 +- scripts/Wizard.gd | 8 ++-- scripts/game.gd | 55 ++++++++++++--------------- 15 files changed, 84 insertions(+), 89 deletions(-) diff --git a/.godot/editor/editor_layout.cfg b/.godot/editor/editor_layout.cfg index 72202bd..6c57394 100644 --- a/.godot/editor/editor_layout.cfg +++ b/.godot/editor/editor_layout.cfg @@ -10,7 +10,7 @@ dock_split_2=0 dock_split_3=0 dock_hsplit_1=0 dock_hsplit_2=270 -dock_hsplit_3=-380 +dock_hsplit_3=-254 dock_hsplit_4=0 dock_filesystem_h_split_offset=240 dock_filesystem_v_split_offset=0 @@ -27,15 +27,15 @@ dock_5="Inspector,Node,History" open_scenes=PackedStringArray("res://scenes/game.tscn", "res://scenes/explosion.tscn", "res://scenes/Pawn.tscn", "res://scenes/Rook.tscn", "res://scenes/Bishop.tscn", "res://scenes/Queen.tscn", "res://scenes/King.tscn", "res://scenes/Knight.tscn", "res://scenes/Assassin.tscn", "res://scenes/Mage.tscn", "res://scenes/Wizard.tscn") current_scene="res://scenes/Wizard.tscn" -center_split_offset=-255 -selected_default_debugger_tab_idx=0 +center_split_offset=-419 +selected_default_debugger_tab_idx=1 selected_main_editor_idx=2 -selected_bottom_panel_item=0 +selected_bottom_panel_item=1 [ScriptEditor] open_scripts=["res://scripts/Assassin.gd", "res://scripts/Bishop.gd", "res://scripts/game.gd", "res://scripts/King.gd", "res://scripts/Knight.gd", "res://scripts/Mage.gd", "res://scripts/Pawn.gd", "res://scripts/Piece.gd", "res://scripts/Queen.gd", "res://scripts/Rook.gd", "res://scripts/Wizard.gd"] -selected_script="res://scripts/Wizard.gd" +selected_script="res://scripts/game.gd" open_help=[] script_split_offset=70 list_split_offset=0 diff --git a/.godot/editor/filesystem_update4 b/.godot/editor/filesystem_update4 index bf3a86c..c07f4fa 100644 --- a/.godot/editor/filesystem_update4 +++ b/.godot/editor/filesystem_update4 @@ -22,3 +22,7 @@ res://scripts/Mage.gd res://scenes/Mage.tscn res://scripts/Wizard.gd res://scenes/Wizard.tscn +res://scripts/Piece.gd +res://scripts/Knight.gd +res://scripts/King.gd +res://scripts/Queen.gd diff --git a/.godot/editor/script_editor_cache.cfg b/.godot/editor/script_editor_cache.cfg index 7f1ec22..ead8a94 100644 --- a/.godot/editor/script_editor_cache.cfg +++ b/.godot/editor/script_editor_cache.cfg @@ -3,11 +3,11 @@ state={ "bookmarks": PackedInt32Array(), "breakpoints": PackedInt32Array(), -"column": 22, +"column": 3, "folded_lines": Array[int]([]), "h_scroll_position": 0, -"row": 113, -"scroll_position": 103.0, +"row": 151, +"scroll_position": 143.0, "selection": false, "syntax_highlighter": "GDScript" } @@ -20,8 +20,8 @@ state={ "column": 0, "folded_lines": Array[int]([]), "h_scroll_position": 0, -"row": 5, -"scroll_position": 0.0, +"row": 13, +"scroll_position": 5.0, "selection": false, "syntax_highlighter": "GDScript" } diff --git a/scenes/game.tscn b/scenes/game.tscn index e590e42..5f027e2 100644 --- a/scenes/game.tscn +++ b/scenes/game.tscn @@ -19,8 +19,6 @@ shader_parameter/noise3 = ExtResource("5_hkjcj") [node name="Game" type="Node"] script = ExtResource("1_cbchi") -X = 8 -Y = 8 dark = Color(0.1, 0.25, 0.6, 1) light = Color(0.826, 0.826, 0.826, 1) diff --git a/scripts/Assassin.gd b/scripts/Assassin.gd index 4217b3f..cb26d07 100644 --- a/scripts/Assassin.gd +++ b/scripts/Assassin.gd @@ -8,51 +8,51 @@ enum Upgrade { var board_state: Array -func _init(is_white: bool, position: Vector2): - super._init(is_white, position) +func _init(is_white_param: bool, position_param: Vector2): + super._init(is_white_param, position_param) # Capturing is handled in main game.gd -func get_valid_moves(board_state: Array, pos: Vector2) -> Array[Vector2]: +func get_valid_moves(board: Array, pos: Vector2) -> Array[Vector2]: var valid_moves: Array[Vector2] = [] var sel_x = pos.x var sel_y = pos.y # Add moves based on the provided logic - for x in range(board_state.size()): - for y in range(board_state.size()): - if int((x + y)) % 2 == int((sel_x + sel_y)) % 2 and is_empty(board_state, x, y): + for x in range(board.size()): + for y in range(board.size()): + if int((x + y)) % 2 == int((sel_x + sel_y)) % 2 and is_empty(board, x, y): valid_moves.append(Vector2(x, y)) - if is_opponent(board_state, sel_x, sel_y): + if is_opponent(board, sel_x, sel_y): if sel_y - 1 >= 0: - if is_opposite(board_state, sel_x, sel_y - 1): + if is_opposite(board, sel_x, sel_y - 1): valid_moves.append(Vector2(sel_x, sel_y - 1)) - if sel_x + 1 < board_state.size(): - if is_opposite(board_state, sel_x + 1, sel_y - 1): + if sel_x + 1 < board.size(): + if is_opposite(board, sel_x + 1, sel_y - 1): valid_moves.append(Vector2(sel_x + 1, sel_y - 1)) if sel_x - 1 >= 0: - if is_opposite(board_state, sel_x - 1, sel_y - 1): + if is_opposite(board, sel_x - 1, sel_y - 1): valid_moves.append(Vector2(sel_x - 1, sel_y - 1)) else: - if sel_y + 1 < board_state.size(): - if is_opposite(board_state, sel_x, sel_y + 1): + if sel_y + 1 < board.size(): + if is_opposite(board, sel_x, sel_y + 1): valid_moves.append(Vector2(sel_x, sel_y + 1)) - if sel_x + 1 < board_state.size(): - if is_opposite(board_state, sel_x + 1, sel_y + 1): + if sel_x + 1 < board.size(): + if is_opposite(board, sel_x + 1, sel_y + 1): valid_moves.append(Vector2(sel_x + 1, sel_y + 1)) if sel_x - 1 >= 0: - if is_opposite(board_state, sel_x - 1, sel_y + 1): + if is_opposite(board, sel_x - 1, sel_y + 1): valid_moves.append(Vector2(sel_x - 1, sel_y + 1)) return valid_moves -func is_empty(board_state: Array, x: int, y: int) -> bool: - return board_state[x][y] == null +func is_empty(board: Array, x: int, y: int) -> bool: + return board[x][y] == null -func is_opponent(board_state: Array, x: int, y: int) -> bool: - return board_state[x][y] != null and board_state[x][y].is_white != is_white +func is_opponent(board: Array, x: int, y: int) -> bool: + return board[x][y] != null and board[x][y].is_white != is_white -func is_opposite(board_state: Array, x: int, y: int) -> bool: - return board_state[x][y] != null and board_state[x][y].is_white == is_white +func is_opposite(board: Array, x: int, y: int) -> bool: + return board[x][y] != null and board[x][y].is_white == is_white diff --git a/scripts/Bishop.gd b/scripts/Bishop.gd index 5b69d5f..301f92b 100644 --- a/scripts/Bishop.gd +++ b/scripts/Bishop.gd @@ -6,8 +6,8 @@ enum Upgrade { MOVE_CARDINAL_ONE, } -func _init(is_white: bool, position: Vector2): - super._init(is_white, position) +func _init(is_white_param: bool, position_param: Vector2): + super._init(is_white_param, position_param) # Testing upgrades upgrades.append(Upgrade.MOVE_CARDINAL_ONE) diff --git a/scripts/King.gd b/scripts/King.gd index 133a17d..ff0f176 100644 --- a/scripts/King.gd +++ b/scripts/King.gd @@ -6,8 +6,8 @@ enum Upgrade { # Add any specific upgrades for King here } -func _init(is_white: bool, position: Vector2): - super._init(is_white, position) +func _init(is_white_param: bool, position_param: Vector2): + super._init(is_white_param, position_param) func get_valid_moves(board_state: Array, pos: Vector2) -> Array[Vector2]: var valid_moves: Array[Vector2] = [] diff --git a/scripts/Knight.gd b/scripts/Knight.gd index 1c3057e..173a6e0 100644 --- a/scripts/Knight.gd +++ b/scripts/Knight.gd @@ -6,8 +6,8 @@ enum Upgrade { LONGER_L_MOVE, } -func _init(is_white: bool, position: Vector2): - super._init(is_white, position) +func _init(is_white_param: bool, position_param: Vector2): + super._init(is_white_param, position_param) # Testing upgrades #upgrades.append(Upgrade.LONGER_L_MOVE) diff --git a/scripts/Mage.gd b/scripts/Mage.gd index 655d49a..c862e97 100644 --- a/scripts/Mage.gd +++ b/scripts/Mage.gd @@ -6,10 +6,10 @@ enum Upgrade { # Add any specific upgrades for Mage here } -@onready var game = get_tree().root.get_node("Game") +@onready var game_node = get_tree().root.get_node("Game") -func _init(is_white: bool, position: Vector2): - super._init(is_white, position) +func _init(is_white_param: bool, position_param: Vector2): + super._init(is_white_param, position_param) func get_valid_moves(board_state: Array, pos: Vector2) -> Array[Vector2]: var valid_moves: Array[Vector2] = [] @@ -114,7 +114,7 @@ func get_valid_shots(board_state: Array, pos: Vector2) -> Array[Vector2]: return valid_shots func shoot_projectile(x: int, y: int): - game.shoot_projectile(x, y) + game_node.shoot_projectile(x, y) func is_empty(board_state: Array, x: int, y: int) -> bool: return board_state[x][y] == null diff --git a/scripts/Pawn.gd b/scripts/Pawn.gd index 3b1346f..8a6e6b0 100644 --- a/scripts/Pawn.gd +++ b/scripts/Pawn.gd @@ -9,8 +9,8 @@ enum Upgrade { DOUBLE_MOVE, DIAGONAL_MOVE } var tile_size = 64 # Make this global?... @onready var opponent_shader = load("res://shaders/BlackShader.shader") -func _init(is_white: bool, position: Vector2): - super._init(is_white, position) +func _init(is_white_param: bool, position_param: Vector2): + super._init(is_white_param, position_param) # Testing upgrades upgrades.append(Upgrade.DOUBLE_MOVE) upgrades.append(Upgrade.DIAGONAL_MOVE) diff --git a/scripts/Piece.gd b/scripts/Piece.gd index 9a7de82..2b6d30d 100644 --- a/scripts/Piece.gd +++ b/scripts/Piece.gd @@ -11,11 +11,11 @@ var upgrades: Array = [] # initialization method -func _init(is_white: bool, piece_position: Vector2) -> void: - self.is_white = is_white - self.piece_position = piece_position +func _init(is_white_param: bool, piece_position_param: Vector2) -> void: + self.is_white = is_white_param + self.piece_position = piece_position_param # Method to get valid moves (to be overridden by subclasses) -func get_valid_moves(board_state: Array, pos: Vector2) -> Array[Vector2]: +func get_valid_moves(_board_state: Array, _pos: Vector2) -> Array[Vector2]: var moves = [] return moves diff --git a/scripts/Queen.gd b/scripts/Queen.gd index 7e65fc9..0fce2fe 100644 --- a/scripts/Queen.gd +++ b/scripts/Queen.gd @@ -6,8 +6,8 @@ enum Upgrade { # Add any specific upgrades for Queen here } -func _init(is_white: bool, position: Vector2): - super._init(is_white, position) +func _init(is_white_param: bool, position_param: Vector2): + super._init(is_white_param, position_param) func get_valid_moves(board_state: Array, pos: Vector2) -> Array[Vector2]: var valid_moves: Array[Vector2] = [] diff --git a/scripts/Rook.gd b/scripts/Rook.gd index 2b53c0f..d90b32f 100644 --- a/scripts/Rook.gd +++ b/scripts/Rook.gd @@ -6,8 +6,8 @@ enum Upgrade { DIAGONAL_MOVE_ONE, } -func _init(is_white: bool, position: Vector2): - super._init(is_white, position) +func _init(is_white_param: bool, position_param: Vector2): + super._init(is_white_param, position_param) # Testing upgrades # upgrades.append(Upgrade.DIAGONAL_MOVE_ONE) diff --git a/scripts/Wizard.gd b/scripts/Wizard.gd index d71af2f..24e694f 100644 --- a/scripts/Wizard.gd +++ b/scripts/Wizard.gd @@ -6,10 +6,10 @@ enum Upgrade { # Add any specific upgrades for Wizard here } -@onready var game = get_tree().root.get_node("Game") +@onready var game_node = get_tree().root.get_node("Game") -func _init(is_white: bool, position: Vector2): - super._init(is_white, position) +func _init(is_white_param: bool, position_param: Vector2): + super._init(is_white_param, position_param) func get_valid_moves(board_state: Array, pos: Vector2) -> Array[Vector2]: var valid_moves: Array[Vector2] = [] @@ -110,7 +110,7 @@ func get_valid_shots(board_state: Array, pos: Vector2) -> Array[Vector2]: return valid_shots func shoot_projectile(x: int, y: int): - game.shoot_projectile(x, y) + game_node.shoot_projectile(x, y) func is_empty(board_state: Array, x: int, y: int) -> bool: return board_state[x][y] == null diff --git a/scripts/game.gd b/scripts/game.gd index 460e5a7..307f94e 100644 --- a/scripts/game.gd +++ b/scripts/game.gd @@ -1,8 +1,6 @@ extends Node class_name game -@export var X : int -@export var Y : int @export var tile_size = 64 @export var dark = Color(0,0,0,1) @export var light =Color(1,1,1,1) @@ -29,6 +27,8 @@ var selected_piece_position var valid_moves = [] @onready var selected_shader: ShaderMaterial = ShaderMaterial.new() +var board_width = 8 +var board_height = 8 var target_position var moving: bool var sprite: Sprite2D @@ -42,9 +42,9 @@ func _ready() -> void: DisplayServer.window_set_min_size(Vector2(1152, 648)) # Set minimum window size #creates 2D array for board, with empty (null) spaces - for x in range(X): + for x in range(board_width): board.append([]) - for y in range(Y): + for y in range(board_height): board[x].append(null) @@ -72,7 +72,7 @@ func _ready() -> void: #potential 'holes', not quite working yet #board[3][3] = '/' - draw_board(X,Y) + draw_board(board_width,board_height) #set up color for opponent's shader, currently set to black opponent_shader.shader = preload("res://assets/shaders/color.gdshader").duplicate() @@ -125,8 +125,8 @@ func _process(delta: float) -> void: func draw_pieces(): #iterate through all tiles, if tile has a piece, #add corresponding piece with correct sprite to piece_container - for x in range(X): - for y in range(Y): + for x in range(board_width): + for y in range(board_height): if !is_empty(x, y): var piece_scene if board[x][y] is Pawn: @@ -150,9 +150,9 @@ func draw_pieces(): if piece_scene: var piece_instance = piece_scene.instantiate() - piece_instance.position = Vector2((x * tile_size) + tile_size/2, (y * tile_size) + tile_size/2) + piece_instance.position = Vector2((x * tile_size) + tile_size/2.0, (y * tile_size) + tile_size/2.0) piece_instance.z_index = 3 - + # Scale the sprite by 25% for all pieces except the king if board[x][y] is King: piece_instance.scale = Vector2(2.0, 2.0) # Scale the king by 50% @@ -161,9 +161,9 @@ func draw_pieces(): # If piece is opponent, add a black shader to piece if board[x][y].is_white == false: - var sprite = piece_instance.get_node("Sprite2D") as Sprite2D - if sprite: - sprite.material = opponent_shader + var piece_sprite = piece_instance.get_node("Sprite2D") as Sprite2D + if piece_sprite: + piece_sprite.material = opponent_shader piece_container.add_child(piece_instance) @@ -172,15 +172,15 @@ func draw_pieces(): #used to center board, shadow and pieces at 2/3 of x axis and 1/2 of y axis func translate() -> Vector2: var screen_size = get_viewport().get_visible_rect().size - var board_x_offset = X * tile_size / 2 - var board_y_offset = Y * tile_size / 2 + var board_x_offset = float(board_width * tile_size) / 2 + var board_y_offset = float(board_height * tile_size) / 2 #places top left corner at 2/3 of x axis and 1/2 of y axis, then translates to center return Vector2(screen_size.x * 2 / 3 - board_x_offset, screen_size.y / 2 - board_y_offset) #color rect version -func draw_board(X, Y): - for x in range(X): - for y in range(Y): +func draw_board(width, height): + for x in range(width): + for y in range(height): var tile = ColorRect.new() if (x + y)%2 == 0: tile.color = light @@ -190,9 +190,6 @@ func draw_board(X, Y): tile.position = Vector2(x * tile_size, y * tile_size) tile_container.add_child(tile) - var screen_size = get_viewport().get_visible_rect().size - var board_x_offset = X * tile_size / 2 - var board_y_offset = Y * tile_size / 2 var shadow_shader = ShaderMaterial.new() shadow_shader.shader = preload("res://assets/shaders/shadow.gdshader") @@ -205,7 +202,7 @@ func draw_board(X, Y): shadow_container.add_child(shadow) #textured rect version -func draw_board_texture_rect(X, Y): +func draw_board_texture_rect(width, height): dark_tile_shader.shader = preload("res://assets/shaders/color.gdshader").duplicate() dark_tile_shader.set_shader_parameter('r', 0.1) dark_tile_shader.set_shader_parameter('g', 0.25) @@ -216,8 +213,8 @@ func draw_board_texture_rect(X, Y): light_tile_shader.set_shader_parameter('g', 0.85) light_tile_shader.set_shader_parameter('b', 0.85) - for x in range(X): - for y in range(Y): + for x in range(width): + for y in range(height): if board[x][y] == '/': pass else: @@ -231,10 +228,6 @@ func draw_board_texture_rect(X, Y): tile.position = Vector2(x * tile_size, y * tile_size) tile_container.add_child(tile) - var screen_size = get_viewport().get_visible_rect().size - var board_x_offset = X * tile_size / 2 - var board_y_offset = Y * tile_size / 2 - var shadow_shader = ShaderMaterial.new() shadow_shader.shader = preload("res://assets/shaders/shadow.gdshader") @@ -247,8 +240,8 @@ func draw_board_texture_rect(X, Y): #detects if mouse events occur within the board func is_on_board(position : Vector2) -> bool: - if position.x < (X * tile_size) && position.x > 0: - if position.y < (Y * tile_size) && position.y > 0: + if position.x < (board_width * tile_size) && position.x > 0: + if position.y < (board_height * tile_size) && position.y > 0: return true return false @@ -463,7 +456,7 @@ func move_piece(x, y): board[x][y] = selected_piece_value # Update selected_piece's screen coordinate position - selected_piece_position = Vector2((x * tile_size) + tile_size / 2, (y * tile_size) + tile_size / 2) + selected_piece_position = Vector2((x * tile_size) + tile_size / 2.0, (y * tile_size) + tile_size / 2.0) target_position = selected_piece_position moving = true @@ -475,7 +468,7 @@ func shoot_projectile(x: int, y: int): unselect_piece() explosion_effect.color = Color(1, 0, 1) - explosion_effect.position = Vector2(x, y) * tile_size + translate() + Vector2(tile_size / 2, tile_size / 2) + explosion_effect.position = Vector2(x, y) * tile_size + translate() + Vector2(tile_size / 2.0, tile_size / 2.0) explosion_effect.restart() # player_turn = !player_turn -- GitLab