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Boat-Battle/godot_ship/script/game/Gameplay/Ship.gd

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extends Node
# This is the rendered element of a "ship", generated when the game transitions from the placing state to the gameplay state
# Enum denoting the orientation (X is 1, Y is 0)
enum Orientation {X = 1, Y = 0}
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# Size of ship in board units
var size
# Coordinates of ship's center. Ship extends [-(size-1 >> 1), (size/2 >> 1)]
var position
# Variable storing whether the ship is sunk, for rendering purposes
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var sunk = false
# Orientation of the ship (see enum Orientation)
var orientation = Orientation.Y
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# Ship sprite metadata
# sprite: the texture atlas containing all ship parts
var atlas # = TODO: figure out how to use one sprite for multiple textures
# texture: the offset into the texture atlas of the first part of the ship.
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var texture = 0
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# member functions:
# getSize: get the size of the ship, in board-units (2 for 2-ship, 3 for 3-ship, ...)
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func getSize():
return size
# getPosition: get the position of the ship's center, in board units
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func getPosition():
return position
# getOrientation: get the orientation of the ship (see enum Orientation)
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func getOrientation():
return orientation
# getSunk: get whether the ship is sunk
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func getSunk():
return sunk
# setSunk: sink the ship
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func setSunk():
sunk = true
# _init: called on object initialization. Accepts args if called via <Ship>.new(...)
# in_position: position of the ship, in board-coordinates; (0,0) by default
# in_size: size of the ship, in board-units; 2 by default
# in_orientation: orientation of the ship (see enum Orientation); vertical by default
func _init(in_position = Vector2(0,0), in_size = 2, in_orientation = Orientation.Y):
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position = in_position
size = in_size
orientation = in_orientation