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extends Control
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# This is the rendered element of a "ship", generated when the game transitions from the placing state to the gameplay state
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# Enum denoting the orientation (X is 0, Y is 1)
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enum Orientation {X = 0, Y = 1}
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# Size of ship in board units
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var size
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# Coordinates of ship's center. Ship extends [-(size-1 >> 1), (size/2 >> 1)]
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var boardposition
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# Variable storing whether the ship is sunk, for rendering purposes
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var sunk = false
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# Orientation of the ship (see enum Orientation)
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var orientation = Orientation.Y
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# array of spots thats been hit
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var hit = []
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# Ship sprite metadata
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# sprite: the texture atlas containing all ship parts
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var atlas # = TODO: figure out how to use one sprite for multiple textures
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# variant: for ship 3. A is 0, B is 1
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var variant = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# member functions:
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# getSize: get the size of the ship, in board-units (2 for 2-ship, 3 for 3-ship, ...)
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func getSize():
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return size
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# getPosition: get the position of the ship's center, in board units
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func getPosition():
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return boardposition
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# getOrientation: get the orientation of the ship (see enum Orientation)
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func getOrientation():
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return orientation
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# getSunk: get whether the ship is sunk
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func getSunk():
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return sunk
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# returns an array of the positions that the ship occupies
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func getExtent():
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var extent = []
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#vertical orientation
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if orientation == 1:
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for i in size:
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var pos
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pos.x = boardposition.x
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pos.y = boardposition.y - ((size - 1) / 2) + i
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extent.append(pos)
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#horizontal orientation
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if orientation == 0:
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for i in size:
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var pos
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pos.x = boardposition.x - ((size - 1) / 2) + i
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pos.y = boardposition.y
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extent.append(pos)
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print(extent)
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return extent
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# generates a texture at the spot (index should start at 0)
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func texture(index):
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var state = 0 # floating
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if(hit[index]):
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state = 1 # sunk
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var textureSize = 32
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var t = AtlasTexture.new()
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t.atlas = load("res://assets/game/TextureAtlas.png")
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t.region (
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(size * textureSize) * variant + (32 * index),
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(size - 2) * textureSize * 2 + (32 * state),
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textureSize,
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textureSize
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)
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pass
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# setSunk: sink the ship
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func setSunk():
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sunk = true
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# _init: called on object initialization. Accepts args if called via <Ship>.new(...)
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# in_position: position of the ship, in board-coordinates; (0,0) by default
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# in_size: size of the ship, in board-units; 2 by default
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# in_orientation: orientation of the ship (see enum Orientation); vertical by default
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func _init(in_position = Vector2(0,0), in_size = 2, in_orientation = Orientation.Y):
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boardposition = in_position
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size = in_size
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orientation = in_orientation
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