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mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2025-02-04 12:28:35 +00:00

Game logic (#14)

* Create game classes

* Pushing what I've done of the game logic.

* Commented my code

Deals with ship placement on board and ship rotation on board

* Comment game logic code, and edit for style.

* Added Clear board button and Confirm Placement button

* Fix up some stuff

* Pass

* I accidentally the buttons + Fix some hitbox mistakes.

* Improve hitbox leniency, and don't allow ships to rotate into each other.

* Fixed Dialog Box that pops up for Confirm Placement

* Update Gameplay.tscn

* Partial fire functionality added.

Currently hides all ship placement UI and makes visible all fire functionality. The crosshair currently does not snap to a grid. The ships are saved in an area of location objects holding the length, orientation, and coordinates of the ship.

* Crosshair now snaps into place

* Created Sprites for 2Ship and 3ShipA

* Created Sprite for Ship3B

* Created Sprite for Ship4

* Created Sprite for Ship5

* Created Sprite for "Hit"

* Created Sprites for Ship2 Destroyed and Ship3A Destroyed

* Created Sprite for Ship3B Destroyed

* Created Sprite for Ship4 Destroyed

* Created Sprite for Ship5 Destroyed

* Created Sprite for "Miss"

* Fixed blurry pixel art

Changed texture rendering

* Added temporary title screen text

* Major restructuring to better support object-oriented design of the main game logic and UI. This was necessary, I swear.

* Accidentally offset the Setup menu by a handful of pixels. Whoops.

* Setup: remove unused signal

* Comment on which parts of Game are only there for testing purposes.

* Fixed up the Title Screen text

imported font

* Fixed Crosshair pixel rendering

* Consolidate backgrounds

* Added more SFX sounds

* Created Sprite for Light Mode

* Fix null deref when entering singleplayer after exiting multiplayer

* Hien's work

* Revert "Hien's work"

This reverts commit f099ed6c80.

* Stuff

* Make git happy by pushing gdengine imports

* Put Background in main

* Removed option background

* Added Confirmation Dialog for Forfeit

* Revert "Merge branch 'game-logic' of https://github.com/StatewideInk/Group12 into game-logic"

This reverts commit 104ffaab0a, reversing
changes made to 63dec75688.

* Fix title screen never going (whoops

* Oops I made the background invisible

* removed option background again

* Added dark/light mode functionality

* Added signal for audio SFX

* Load the theme on startup

* Added Confirmation dialog for Forfeit

* Fixed Texture Rendering for Light Mode Background

* Sounds no longer scale linearly

* Remove unused resourse main.tres

* Added victory screen

Added a victory screen. Since there is no current way to win, there is a 'win' button added to the top left of the game screen. Once clicked, victory text will appear and the player will be given the option to return to the main menu.

* restart button is invisible

Co-authored-by: John Breaux <JohnBreaux@my.unt.edu>
Co-authored-by: JohnBreaux <89870642+JohnBreaux@users.noreply.github.com>
Co-authored-by: hpham474 <HienPham@my.unt.edu>
Co-authored-by: Chance Atkinson <chancewatkinson@gmail.com>
This commit is contained in:
tommy-l-ngo
2021-11-14 00:43:05 -06:00
committed by GitHub
parent 99bb051920
commit 06b8711a08
134 changed files with 1355 additions and 1607 deletions

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extends Node
# Path to Ship class, for instantiating new Ships in code
onready var Ship = load("res://script/game/Gameplay/Ship.gd")
var bottom_board # Player board
var top_board # Opponent board
var ships # list of Ships
var ship_count # number of 'active' (un-sunk) ships
# a board is square. This is its side lengths
var board_len = 10
# Called when the node enters the scene tree for the first time.
func _ready():
ships = []
ship_count = 0
# TODO: What state?
func getState():
pass
# Place a ship on the board at board-space coordinates
func placeShip(in_position, in_size, in_orientation):
ships.append(Ship.new(in_position, in_size, in_orientation))
pass
func getBottomBoard():
pass
func getShipCount():
return ship_count
func _init():
# Initialize the bottom_board to a 10x10 array
for _row in range(board_len):
bottom_board.append([])
for column in bottom_board:
column.resize(10)
# Initialize the top_board to a 10x10 array
for _row in range(board_len):
top_board.append([])
for column in top_board:
column.resize(board_len)
# worldspace_to_boardspace: convert a Vector2 in world-space to board-space
func worldspace_to_boardspace(coordinate:Vector2):
# subtract 36 to get the position relative to (0,0) on the board, and integer divide by 32
return Vector2(int(coordinate.x - 36) >> 5, int(coordinate.y-36) >> 5)
# Coordinates of ship's center. Ship extends [-(size-1 >> 1), (size/2 >> 1)]
func shiptoboard(ship:Ship):
for i in range (ship.)
pass

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extends Sprite
var snapped = false #when snapped if true crosshair stops following mouse
const world_offset = Vector2(36,36)
# Called when the node enters the scene tree for the first time.
func _ready():
# Move the cursor to 0,0
position = board_to_world_space(Vector2(-2,-2))
pass # Replace with function body.
func _physics_process(_delta):
var mousePos = get_global_mouse_position()
# If the cursor is not snapped, and the mouse is over the board
if snapped == false and validate_position(mousePos):
# Snap the crosshair to the grid, but following the mouse
position = (mousePos - world_offset).snapped(Vector2(32,32)) + world_offset
func _input(event):
# Check if left click is being clicked and the sprite is visible (i.e only checks for inputs after ship positions are confirmed)
if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and visible and not event.is_pressed():
# Make a noise
AudioBus.emit_signal("button_clicked")
# Locks the position of the crosshair with left click release
if validate_position(position) == true:
# rounds the board position to the nearest integer
snapped = true
position.x = int(round(world_to_board_space(position).x))
position.y = int(round(world_to_board_space(position).y))
position = board_to_world_space(position)
# Check if left click is being clicked and the sprite is visible (i.e only checks for inputs after ship positions are confirmed)
elif event is InputEventMouseButton and event.button_index == BUTTON_LEFT and visible == true:
# Unlocks the position of the crosshair with left click
snapped = false
func validate_position(vector):
# rounds the board position to the nearest integer
var board = world_to_board_space(vector)
# Checks if the board position is within bounds of the board
if board.x < 9.5 and board.x >= -0.5 and board.y < 9.5 and board.y >= -0.5:
# changes the position of the crosshair
return true
else:
# unlocks the crosshair if not within bounds
return false
# Convert the world-space coordinates to positions on the board
func world_to_board_space(vector):
# Do math
var res = (vector - world_offset) / 32 # Basically Fahrenheit/Celcius conversion, but in 2D
return res
# Inverse of the above function.
func board_to_world_space(vector):
# Do math
var res = (vector * 32) + world_offset #Invert the above function
return res #Truncate decimals

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extends Control
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Signal to pass the fire location back to yet-unknown nodes
signal fire_at
func _on_Fire_pressed():
var crosshair = get_node("Crosshair")
# hides crosshair
crosshair.visible = false
if crosshair.validate_position(crosshair.position) == true:
var crosshair_pos = crosshair.world_to_board_space(crosshair.position)
# fires at position
print("Fire at position: ", crosshair_pos)
emit_signal("fire_at", crosshair_pos)
# Close the Firing menu
queue_free()
else:
#if invalid position popup appears
var dialog = get_node("FireDialog")
dialog.popup_centered()
pass # Replace with function body.
func _on_FireDialog_confirmed():
get_node("Crosshair").visible = true
pass # Replace with function body.

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extends Node
class ShipData:
var Coor: Vector2
var Length: int
var Orientation: bool #vertical is true, (Trueship = vertical) (Falseship = horizontal)
# Preloaded assets, to be used later
# TODO: Move Setup into the Player. It's just here, for now, so that it can be tested and the game doesn't appear broken
onready var Setup = preload("res://scenes/Game/Setup.tscn")
# TODO: Move Fire into the Player. See above.
onready var Fire = preload("res://scenes/Game/Fire.tscn")
# Path to Player class, for instantiating new Players in code
onready var Player = preload("res://scenes/Game/Player.tscn")
onready var Victory = preload("res://scenes/Game/Victory.tscn")
# Array of instances of the Player class; stores the Players
var players # = player1, player2, ...
# turn counter
var turn = 0
# Variable transporting hit state between players
var hit = false
# Variable tracking whether a game is multiplayer (so that the correct Player type can be spawned)
# TODO: Multiplayer
var is_multiplayer = false
# Called when the node enters the scene tree for the first time.
func _ready():
# TODO: Move Setup into the Player.
var setup = Setup.instance()
setup.connect("game_ready", self, "game_setup")
add_child(setup)
get_node("ConfirmationDialog").get_ok().text = "Yes"
get_node("ConfirmationDialog").get_cancel().text = "No"
# TODO: Move Setup into the Player.
func game_setup(_ships):
print_debug("Congrats! Setup complete.")
# TODO: Move Fire into the Player.
add_child(Fire.instance())
# Member functions:
# game_start: starts the game
func game_start():
pass
# victory_screen: display the victory screen
func victory_screen():
# TODO: Create the victory screen, fill it with knowledge
pass
# display_turn(): display which turn it is on the screen
func display_turn():
# TODO: Update the turn display, if there is one?
pass
func _on_Forfeit_pressed():
AudioBus.emit_signal("button_clicked")
get_node("ConfirmationDialog").popup()
func end():
queue_free()
func _on_Button_button_down():
AudioBus.emit_signal("button_clicked")
var victory = Victory.instance()
add_child(victory)
victory.connect("exit_main", self, "end")
func _on_ConfirmationDialog_confirmed():
end()

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extends Node
# Path to Board class, for instantiating new Boards in code
var Board = "res://script/game/Gameplay/Board.gd"
# Player ID of this player
var pid
# board (an instance of the Board class)
onready var board = Board.new()
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Member functions:
# hit: Called when opponent fires on us.
# Update internal state, and return bool hit/miss
func hit():
pass
# place_ship: called when ships are placed.
# forwards Ship locations to the Board, so that it may construct a ship
# ship: a list of ship properties {position, orientation, size}
func place_ship(_ship):
pass
# setUp: set up the board given the placed ship locations
# translates the ship positions in the Setup UI to board-space, then places each ship
# ships: a list of lists of ship properties {{position, orientation, size}, ...}
func set_up(_ships):
pass
# turnStart: start player's turn
# Initiates the player's turn, and blocks until the player selects a location to fire upon
# returns: fire = [player id, target coordinates]
func turnStart():
var player_id = 0
var target = Vector2(0,0)
return [player_id, target]
pass
# getBoard: returns the player's board
# returns: board
func getBoard():
return board
# forfeit: ends game for player
# Sinks all ships
func forfeit():
pass
# getShipCount: get the number of ships the player has left alive
func getShipCount():
pass

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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}
# 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
var sunk = false
# Orientation of the ship (see enum Orientation)
var orientation = Orientation.Y
# 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.
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, ...)
func getSize():
return size
# getPosition: get the position of the ship's center, in board units
func getPosition():
return position
# getOrientation: get the orientation of the ship (see enum Orientation)
func getOrientation():
return orientation
# getSunk: get whether the ship is sunk
func getSunk():
return sunk
# setSunk: sink the ship
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):
position = in_position
size = in_size
orientation = in_orientation