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Boat-Battle/godot_ship/script/game/SetupShip.gd

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extends RigidBody2D
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var held = false
var originalPos # Position before moving the ship
var snapOriginalPos = false # Gets the original position
var mousePos # Stores the last known mouse position so the physics engine can use it
var vertical = true # Gets ship which is either vertical or horizonal
var startingPos # Starting position of ships before being placed
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# Ships are all named starting with their length,
# So we cast from string to int, on the ship name, and get the length
onready var ship_length = int(name)
# This is set when we're colliding with something
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var collision = false
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# Called when the node enters the scene tree for the first time.
func _ready():
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mode = MODE_KINEMATIC
contacts_reported = 64
set_use_custom_integrator(true)
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# Snap the ships to the grid, so the engine won't get mad when they're moved away from the starting position every frame
position = (position - offset).snapped(Vector2(32, 32)) + offset
startingPos = position
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var _trash
# Connect to my own signals, and not the signals of my fellowships
# PLEASE don't parameterize; there's no way to tell these signals apart with the args the engine provides.
_trash = connect("body_entered", self, "ship_stacked")
_trash = connect("body_exited", self, "ship_unstacked")
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# Radius of the "knob" on the center of each ship
var click_radius = 16
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func _input(event):
if event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
if (event.position - position).length() < click_radius:
if not held and event.pressed:
AudioBus.emit_signal("button_clicked")
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pickup()
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if held and not event.pressed:
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drop()
# Convert the center of this piece to board-space
var bs_position = world_to_board_space(position)
# Check whether the piece is within half a board-space of the grid (-0.5, 9.5)
if not (bs_position.x > -0.5 and bs_position.x < 9.5 and bs_position.y > -0.5 and bs_position.y < 9.5):
if originalPos != null:
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collision = true
vertical = true
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if event is InputEventMouseMotion and held:
if snapOriginalPos == false:
originalPos = position
snapOriginalPos = true
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# Save the moise position, so _physics_process can use it
mousePos = event.position;
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if event.is_action_pressed("ui_rotate"):
if not held and not checkOriginalPos():
if(event.position - position).length() < click_radius:
#Play a sound
AudioBus.emit_signal("button_clicked")
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# Rotation has been moved to _physics_process,
# as per recommendation of godot_engine.org
vertical = not vertical
# It takes 3 physics ticks for the rotation to update the hitboxes
# Determined imperically through testing, may work differently on different machines(?)
released = 3
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# Offset from the corner of the screen to the corner of the board
const offset = Vector2(36, 36)
# The previous verticality of the object
var prev_vertical = true
# The previous position of the object
var prev_position = Vector2(0,0)
# The number of frames after an object is released to check for physics updates
var released = 0
# _physics_process: called in place of the physics processor
# Checks collision and updates the position and rotation of the object
func _physics_process(_delta):
# calculate whether the piece has been rotated or moved
var rotated = prev_vertical != vertical
var moved = prev_position != position
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# If the piece is held, move it to the mouse:
if held and mousePos and mousePos != position:
position = mousePos
mousePos = null
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# Snap it to the grid if not held (and previously moved)
if not held and moved:
position = (position - offset).snapped(Vector2(32, 32)) + offset
prev_position = position
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# If it's been moved or rotated, snap it to the board
if released or rotated:
# check whether the ends of the piece are within the board
var linear_move = check_extents(position, vertical, ship_length)
# if not, move them back inside
if linear_move:
if vertical:
position += 32 * Vector2(0, linear_move)
else:
position += 32 * Vector2(linear_move, 0)
pass
# Check collisions after released, reset if colliding
if collision and released:
position = startingPos
rotation = 0
vertical = true
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# Rotate if the piece needs to be rotated
if rotated:
prev_vertical = vertical
rotation = -PI/2 * int(not vertical) # int(true) == 1, int(false) == 0
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# Count down the number of physics timesteps left until the piece can stop processing
if released > 0:
released = released - 1
func pickup():
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if not held:
raise() # Render this ship on top of other ships
held = true # mark it as held
collision = false # Assume we're not colliding by default
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func drop():
if held:
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released = 1 # mark the node as released
held = false # mark the node as not held
snapOriginalPos = false
func checkOriginalPos():
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return position == startingPos
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# Called when *this* ship collides with another ship
func ship_stacked(_body):
collision = true
# Called when *this* ship stops colliding with another ship
func ship_unstacked(_body):
collision = false
# Calculate the extents (front to back) of the ship and check whether they're on the board
# Returns how many squares to move the ship along its orientation axis (positive or negative)
func check_extents(center, orientation, length):
center = world_to_board_space(center) # Convert to board-space (0-10)
# Calculate the position of the front of the ship
# Orientation is true when the ship is vertical
var bow = vectorget(center, orientation) - floor((length - 1) / 2)
# if out of bounds, return how much to move the ship by
if bow < 0:
return -bow
# Calculate the position of the rear of the ship
var stern = vectorget(center, orientation) + floor(length / 2)
# If out of bounds, return how much to move the ship by
if stern >= 10:
return -(stern - 9)
return 0
func validate_placement():
# Checks whether the ship's center is on the board.
# As long as the ship was moved according to the rules defined in the
# _physics_process function, this should be necessary and sufficient
# to say the ship is on the board
return check_extents(position, false, 1)
func clear():
# ships return home on collision
# simulate a collision
collision = true
released = 1
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# Convert the world-space coordinates to positions on the board
func world_to_board_space(vector):
# Do math
var res = (vector - offset) / 32 # Basically Fahrenheit/Celcius conversion, but in 2D
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return res
# Inverse of the above function.
func board_to_world_space(vector):
# Do math
var res = (vector * 32) + offset #Invert the above function
return res #Truncate decimals
# index a Vector2 like an array
# Why is this needed?
# So we can discard the unimportant axis! (a ship is always 1 unit wide!)
func vectorget(vector, axis):
if axis:
return vector.y
else:
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return vector.x