working on pawn movements, removed some spaghetti using the K variable
used on other movement methods
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@ -213,22 +213,21 @@ public class Board {
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// from here its spaghetti but its works ! i'll explain one, its the same logic for all of them
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if(type == PieceType.Pawn && color == true) { //check type of piece, here its pawn and they can only move forward so i check the type too
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int k = 2;
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if(yCord == 6) { //this condition is specific to the pawn, pawns can move 2 cases for their first move, but once they moved once they can move only 1 case. as they cant go back, this simple condition allows for regulation of this rule
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for(int i = 1; i < 3;i++) { // this loop iterates from 1 to 3 as pawns for their first move can go forward 2 slots. removing 0 let the is selected function do its job
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if(selectX == x && selectY == y+i) { // this loop iterates 2 times trough the for loop, giving multiples coordinates to highlight ( here : (x;y+1)&(x;y+2))
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isAPieceHere = true; //set the boolean var to true
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}
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}
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k = 3;
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}else {
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for(int i = 1; i < 2;i++) {
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if(selectX == x && selectY == y+i) {
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isAPieceHere = true;
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k = 2;
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}
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for(int i = 1; i < k;i++) { // this loop iterates from 1 to 3 as pawns for their first move can go forward 2 slots. removing 0 let the is selected function do its job
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if(selectX == x && selectY == y+i) { // this loop iterates 2 times trough the for loop, giving multiples coordinates to highlight ( here : (x;y+1)&(x;y+2))
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isAPieceHere = true; //set the boolean var to true
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}
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}
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}
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} else if (type == PieceType.Pawn && color == false) {
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else if (type == PieceType.Pawn && color == false) {
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if(yCord == 1) {
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for(int i = 1; i < 3;i++) {
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