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pchess.m
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% *************************** NOTE *******************************
% retro_chess.png is a custom spritesheet and must be imported.
% ****************************************************************
% Instantiate game scene.
game_scene = betterGameEngine('retro_chess.png', 16, 16, 4, [67, 55, 65]);
% Cache sound effects.
sfx_move = game_scene.cachesound("audio/scrolle.wav");
sfx_sel = game_scene.cachesound("audio/selected.wav");
sfx_sup = game_scene.cachesound("audio/dollop.wav");
sfx_sdown = game_scene.cachesound("audio/cancel.wav");
sfx_scan = game_scene.cachesound("audio/stomp.wav");
sfx_done = game_scene.cachesound("audio/new_evidence.wav");
sfx_err = game_scene.cachesound("audio/card.wav");
sfx_bloc = game_scene.cachesound("audio/bloc.wav");
sfx_gameover = game_scene.cachesound("audio/gameover.wav");
sfx_win = game_scene.cachesound("audio/clear.wav");
sfx_cap = game_scene.cachesound("audio/diceroll.mp3");
sfx_enighit = game_scene.cachesound("audio/feather.wav");
sfx_enigadd = game_scene.cachesound("audio/1up.wav");
sfx_enigapp = game_scene.cachesound("audio/coin.wav");
sfx_chup = game_scene.cachesound("audio/switch_act.wav");
sfx_chd = game_scene.cachesound("audio/switch_end.wav");
sfx_bomp = game_scene.cachesound("audio/bomp.wav");
% Get icon indices.
% ==================== PANES ========================
na = 100;
stdStatusIcon = 25;
stdPaneTop = [ 27, 38, 38, 38, 38, 38, 28 ];
stdPaneMid = [ 36, 30, 30, 30, 30, 30, 37 ];
stdPaneBtm = [ 26, 39, 39, 39, 39, 39, 29 ];
effStatusIcon = 65;
effPaneTop = stdPaneTop + 30;
effPaneMid = stdPaneMid + 30;
effPaneBtm = stdPaneBtm + 30;
inputPaneTop = stdPaneTop + 50;
inputPaneMid = stdPaneMid + 50;
inputPaneBtm = stdPaneBtm + 50;
% ==================== ENIGMA ========================
% [ off, on ]
enigmaHUD = [ 52, 31 ];
% [ frame1, frame3, frame2, frame3 ]
enigmaSpace = [32, 84, 33, 90];
enigmaMark = 55;
% ===================== CARDS ========================
cardHUD = 35;
cardNum = 41:50;
cardSpace = 34;
cbSelBlack = 83;
cbSelWhite = 84;
effPaneClock = 62;
effPaneWarn = 93;
% [ 1, 2 ]
effPaneNum = [ 63, 64 ];
cbA = [ 21, 22, 21, 22, 21, 22, 21, 22 ];
cbB = [ 22, 21, 22, 21, 22, 21, 22, 21 ];
% ===================== MISC ========================
% Starts from top and goes clockwise
dirArrows = [ 9, 8, 7, 18, 17, 20, 19, 10 ];
ranks = 71:75;
% [ no, data ]
noData = [ 81, 82 ];
textNeg = 61;
textPos = 51;
% [ reg, active ]
moveReg = [ 24, 23 ];
moveValid = [ 54, 53 ];
moveEnigma = [ 95, 94 ];
% [ dvi1, dvi2 ]
dviEx = [ 91, 92 ];
% Get vector representing empty row.
na_row = nspace(na, 18);
% ====================== SCENE 1 ========================
% Game state trackers.
kbframe = 0;
enigframe = 1;
pturn = 1;
pturnmoves = 1;
% Keyboard controls.
kbrel = [4,4];
kfcurr = [0,0];
% Chessboard and chessbot
cb = ChessBoard();
bot = ChessBot(cb);
% Create enigma spot and set enigma count
enigspace = randget(cb.aquery());
enigspace = enigspace{2};
enigcount = 0;
% Fill each row of layer 1.
row1 = [ nspace(na, 15), enigmaHUD(1), enigmaHUD(1), enigmaHUD(1) ];
row2 = na_row;
row3 = na_row;
row4 = [ na, cbA, na, inputPaneTop, na ];
row5 = [ na, cbB, na, inputPaneMid, na ];
row6 = [ na, cbA, na, inputPaneMid, na ];
row7 = row5;
row8 = row6;
row9 = row5;
row10 = row6;
row11 = [ na, cbB, na, inputPaneBtm, na ];
row12 = na_row;
% Compile layer 1.
layer1 = [ row1; row2; row3; row4; row5; row6; row7; row8; row9; row10; row11; row12 ];
% =====================
% Create layer 2.
layer2 = repmat(na, 12, 18);
% Manual overwrites for layer 2.
row7 = [ nspace(na, 12), noData, nspace(na, 4) ];
% Compile manual layer 2.
layer2 = mow(layer2, row7, [6,0]);
% Auto overwrites for layer 2.
layer2 = mow(layer2, cb.correspond(@pieceMapper), [3,1]);
% =====================
% Create layer 3.
layer3 = repmat(na, 12, 18);
% =====================
% Create layer4.
layer4 = repmat(na, 12, 18);
% %%%%%%%%%%%%%%%%%%%%%
% Draw display.
drawScene(game_scene, layer1, layer2, layer3);
% %%%%%%%%%%%%%%%%%%%%%
while 1
% White's turn
if pturn
enigframe = circ(enigframe + 1, 1, 4);
key = getKeyboardInput(game_scene);
dir = Direction.NA;
switch key
case 'escape'
if kbframe
if kfplayer == 2
game_scene.sound(sfx_chd);
else
game_scene.sound(sfx_scan);
end
kbframe = 0;
end
case 'tab'
eroll = EnigmaType.roll(cb.get(kfcurr));
if kbframe && enigcount > 0 && ~isempty(eroll)
game_scene.sound(sfx_enigapp);
cb.eniga(kfcurr, eroll);
enigcount = enigcount - 1;
else
game_scene.sound(sfx_bloc);
end
case 'return'
game_scene.sound(sfx_done);
pturn = ~pturn;
pturnmoves = 1;
case 'space'
% If piece was picked up AND piece player was black or no turns left, block.
if kbframe && (kfplayer == 2 || pturnmoves == 0)
game_scene.sound(sfx_bomp);
% If piece was (a) picked up but location is not valid (enigma
% or reg) OR (b) wasn't picked up and location empty — in other words not selecting a piece to pick up
% then block.
elseif (kbframe && ~has(kfvmoves, kbrel) && ~has(kfevmoves, kbrel)) || (~kbframe && cb.iserel(applykb(kbrel, dir)))
game_scene.sound(sfx_err);
% Otherwise... (piece picked up is valid or placed on valid
% location with turns remaining)
else
% Switch kb selector sprite
kbframe = ~kbframe;
% Check if JUST placed/picked up.
if kbframe
kfcurr = applykb(kbrel, dir);
kfplayer = cb.get(kfcurr).Player;
if kfplayer == 1
game_scene.sound(sfx_sup);
else
game_scene.sound(sfx_chup);
end
else
% Decrement turn moves.
pturnmoves = pturnmoves - 1;
% Move piece and play sound; decrement turn moves
if (~iseabs(cb.pmove(kfcurr, kbrel)))
game_scene.sound(sfx_cap);
else
game_scene.sound(sfx_sdown);
end
% Add enigma if moved to enigma
if (~isempty(enigspace) && all(kbrel == enigspace))
enigspace = [];
% Net enigma gained
enignet = 3 - enigcount;
% Fill enigma
enigcount = 3;
game_scene.sound(sfx_enighit);
pause(1.5)
while enignet > 0
game_scene.sound(sfx_enigadd);
pause(0.8);
enignet = enignet - 1;
end
end
end
end
case 'leftarrow'
game_scene.sound(sfx_move);
dir = Direction.Right;
case 'uparrow'
game_scene.sound(sfx_move);
dir = Direction.Down;
case 'rightarrow'
game_scene.sound(sfx_move);
dir = Direction.Left;
case 'downarrow'
game_scene.sound(sfx_move);
dir = Direction.Up;
end
% Black's turn
else
while pturnmoves > 0
[oldb, newb] = bot.nextmove();
% Move piece, play sfx
pause(1.2);
if ~iseabs(cb.pmove(oldb, newb))
game_scene.sound(sfx_cap);
else
game_scene.sound(sfx_sdown);
end
pturnmoves = pturnmoves - 1;
end
% Toggle turn and reset moves
pturnmoves = 1;
pturn = ~pturn;
end
% Update layer1 HUD
layer1 = mow(layer1, pfill(enigcount, 3, enigmaHUD(2), enigmaHUD(1)), [0,15]);
% Update layer2 board
layer2 = mow(layer2, cb.correspond(@pieceMapper), [3,1]);
% Create enigma if needed
if isempty(enigspace) && randp(10)
enigspace = randget(cb.aquery());
enigspace = enigspace{2};
end
% Draw layer2 enigma space if existent.
if ~isempty(enigspace)
layer2 = mow(layer2, enigmaSpace(enigframe), enigspace + [2,0]);
end
% Clear layer3 and layer4
layer3(:) = na;
layer4(:) = na;
% Apply changes if selected (piece hologram, vmoves)
if kbframe
kfvmoves = cb.vmoves(kfcurr);
kfevmoves = cb.evmoves(kfcurr);
for vmove = kfvmoves
layer3 = mow(layer3, moveValid(1), vmove{1} + [2,0]);
end
for evmove = kfevmoves
layer3 = mow(layer3, moveEnigma(1), evmove{1} + [2,0]);
end
end
% Place cursor and overwrite.
kbrel = applykb(kbrel, dir);
kbspr = moveReg(kbframe + 1);
kboff = rel2abs(kbrel, [2,0], 2);
layer3 = mow(layer3, kbspr, kboff);
% Overwrite layer 4 with enigma marks.
eqs = exti(cb.equery(), 2);
if ~isempty(eqs)
for i = 1:length(eqs)
layer4 = mow(layer4, enigmaMark, eqs{i} + [2,0]);
end
end
% Update display.
drawScene(game_scene, layer1, layer2, layer3, layer4);
% Check kings for game state.
kq = cb.kquery();
if iseabs(kq{2})
game_scene.sound(sfx_win);
break;
elseif iseabs(kq{1})
game_scene.sound(sfx_gameover);
break;
end
end