mirror of
https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-14 21:15:58 +00:00
Improve menuing, and convert ships to RigidBody2D for accurate positioning.
This commit is contained in:
parent
e9040293ae
commit
0fd0fa63f0
@ -1,14 +1,13 @@
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[gd_scene load_steps=10 format=2]
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://assets/game/board_blue.png" type="Texture" id=1]
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[ext_resource path="res://script/title screen/Title-Screen-Background.png" type="Texture" id=2]
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[ext_resource path="res://script/game/Gameplay.gd" type="Script" id=3]
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[ext_resource path="res://assets/game/2longShipS.png" type="Texture" id=4]
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[ext_resource path="res://assets/game/5longShipS.png" type="Texture" id=5]
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[ext_resource path="res://assets/game/3longShipBS.png" type="Texture" id=6]
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[ext_resource path="res://assets/game/4longShipS.png" type="Texture" id=7]
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[ext_resource path="res://assets/game/3longShipAS.png" type="Texture" id=8]
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[ext_resource path="res://script/game/moveShip.gd" type="Script" id=9]
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[ext_resource path="res://scenes/ships/2Ship.tscn" type="PackedScene" id=4]
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[ext_resource path="res://scenes/ships/5Ship.tscn" type="PackedScene" id=5]
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[ext_resource path="res://scenes/ships/3ShipB.tscn" type="PackedScene" id=6]
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[ext_resource path="res://scenes/ships/3shipA.tscn" type="PackedScene" id=7]
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[ext_resource path="res://scenes/ships/4Ship.tscn" type="PackedScene" id=8]
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[node name="Game" type="Control"]
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anchor_right = 1.0
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@ -23,8 +22,9 @@ __meta__ = {
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}
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[node name="board_blue" type="Sprite" parent="."]
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position = Vector2( 187, 178 )
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position = Vector2( 18, 18 )
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texture = ExtResource( 1 )
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centered = false
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[node name="Title-Screen-Background" type="Sprite" parent="."]
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show_behind_parent = true
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@ -63,30 +63,20 @@ __meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="2longShipS" type="Sprite" parent="."]
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position = Vector2( 600.784, 51.419 )
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texture = ExtResource( 4 )
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script = ExtResource( 9 )
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[node name="2Ship" parent="." instance=ExtResource( 4 )]
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position = Vector2( 529.802, 70.7151 )
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[node name="3longShipAS" type="Sprite" parent="."]
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position = Vector2( 599.524, 261.826 )
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texture = ExtResource( 8 )
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script = ExtResource( 9 )
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[node name="3ShipA" parent="." instance=ExtResource( 7 )]
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position = Vector2( 434.236, 114.21 )
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[node name="3longShipBS" type="Sprite" parent="."]
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position = Vector2( 600.784, 146.543 )
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texture = ExtResource( 6 )
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script = ExtResource( 9 )
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[node name="3ShipB" parent="." instance=ExtResource( 6 )]
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position = Vector2( 443.216, 266.865 )
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[node name="4longShipS" type="Sprite" parent="."]
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position = Vector2( 543.458, 253.006 )
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texture = ExtResource( 7 )
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script = ExtResource( 9 )
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[node name="4Ship" parent="." instance=ExtResource( 8 )]
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position = Vector2( 522.911, 218.599 )
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[node name="5longShipS" type="Sprite" parent="."]
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position = Vector2( 541.568, 89.2166 )
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texture = ExtResource( 5 )
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script = ExtResource( 9 )
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[node name="5Ship" parent="." instance=ExtResource( 5 )]
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position = Vector2( 607.096, 211.864 )
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[connection signal="pressed" from="VBoxContainer/Forfeit" to="." method="_on_Forfeit_pressed"]
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[connection signal="about_to_show" from="ConfirmationDialog" to="." method="_on_ConfirmationDialog_about_to_show"]
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20
godot_ship/scenes/ships/2Ship.tscn
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20
godot_ship/scenes/ships/2Ship.tscn
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@ -0,0 +1,20 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
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[ext_resource path="res://assets/game/2longShipS.png" type="Texture" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 16, 32 )
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[node name="2Ship" type="RigidBody2D"]
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input_pickable = true
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custom_integrator = true
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 0, 16 )
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shape = SubResource( 1 )
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[node name="2longShipS" type="Sprite" parent="."]
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position = Vector2( 0, 16 )
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texture = ExtResource( 2 )
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18
godot_ship/scenes/ships/3ShipB.tscn
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18
godot_ship/scenes/ships/3ShipB.tscn
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@ -0,0 +1,18 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
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[ext_resource path="res://assets/game/3longShipBS.png" type="Texture" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 16, 48 )
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[node name="3ShipB" type="RigidBody2D"]
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input_pickable = true
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custom_integrator = true
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="3longShipBS" type="Sprite" parent="."]
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texture = ExtResource( 2 )
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18
godot_ship/scenes/ships/3shipA.tscn
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18
godot_ship/scenes/ships/3shipA.tscn
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@ -0,0 +1,18 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
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[ext_resource path="res://assets/game/3longShipAS.png" type="Texture" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 16, 48 )
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[node name="3ShipA" type="RigidBody2D"]
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input_pickable = true
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custom_integrator = true
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="3longShipAS" type="Sprite" parent="."]
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texture = ExtResource( 2 )
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20
godot_ship/scenes/ships/4Ship.tscn
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20
godot_ship/scenes/ships/4Ship.tscn
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@ -0,0 +1,20 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
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[ext_resource path="res://assets/game/4longShipS.png" type="Texture" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 16, 64 )
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[node name="4Ship" type="RigidBody2D"]
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input_pickable = true
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custom_integrator = true
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script = ExtResource( 1 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 0, 16 )
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shape = SubResource( 1 )
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[node name="4longShipS" type="Sprite" parent="."]
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position = Vector2( 0, 16 )
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texture = ExtResource( 2 )
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18
godot_ship/scenes/ships/5Ship.tscn
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18
godot_ship/scenes/ships/5Ship.tscn
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@ -0,0 +1,18 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
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[ext_resource path="res://assets/game/5longShipS.png" type="Texture" id=2]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 16, 80 )
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[node name="5Ship" type="RigidBody2D"]
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input_pickable = true
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custom_integrator = true
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script = ExtResource( 1 )
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[node name="5longShipS" type="Sprite" parent="."]
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texture = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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@ -1,9 +1,4 @@
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extends LineEdit
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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func _on_Debug_clear_in():
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clear()
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@ -3,7 +3,7 @@ extends TextEdit
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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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var _errno = MessageBus.connect("print_console", self, "_on_Debug_print_text")
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pass # Replace with function body.
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grab_focus()
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func _on_Debug_print_text(text):
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@ -48,7 +48,7 @@ func _input(event):
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# open debug menu
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debug_active = !debug_active;
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# Hand the keyboard focus to the next valid focus
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if (!debug_active): find_next_valid_focus().grab_focus()
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if (!debug_active) && find_next_valid_focus(): find_next_valid_focus().grab_focus()
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func _on_LineEdit_text_entered(line):
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emit_signal("clear_in")
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@ -8,6 +8,7 @@ extends Control
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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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grab_focus()
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -17,3 +18,4 @@ func _ready():
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func _on_Forfeit_pressed():
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queue_free();
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MessageBus.emit_signal("change_scene", "Title")
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@ -25,7 +25,14 @@ func _ready():
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debug_menu = preload("res://scenes/Debug Menu.tscn")
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if debug_enabled:
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add_child(debug_menu.instance())
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_on_scene_start("Title")
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# Ensure the scene doesn't become empty
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func _process(_delta):
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# Make sure there's something running
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# Debug counts as one child
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if get_child_count() < 1 + int(debug_enabled):
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MessageBus.emit_signal("change_scene", "Title")
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pass
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# Creates a new instance of each menu scene
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func _on_scene_start(scene):
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@ -1,29 +1,30 @@
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extends Sprite
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extends RigidBody2D
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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var held = false
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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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var dragging = false;
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var click_radius = 32
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var orient = 0;
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func _input(event):
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
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if(event.position - position).length() < click_radius:
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if not dragging and event.pressed:
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dragging = true;
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if (event.position - position).length() < click_radius:
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if not held and event.pressed:
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held = true;
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if dragging and not event.pressed:
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dragging = false;
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if held and not event.pressed:
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held = false;
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position = position.snapped(Vector2(32, 32)) + Vector2(2, 2)
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if event is InputEventMouseMotion and dragging:
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if event is InputEventMouseMotion and held:
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position = event.position;
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if event.is_action_pressed("ui_rotate"):
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@ -32,3 +33,15 @@ func _input(event):
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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func pickup():
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if held:
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return
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mode = RigidBody2D.MODE_STATIC
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held = true
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func drop(impulse=Vector2.ZERO):
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if held:
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mode = RigidBody2D.MODE_RIGID
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apply_central_impulse(impulse)
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held = false
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@ -1,19 +1,10 @@
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extends Control
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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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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find_next_valid_focus().grab_focus()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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func _on_Button_pressed():
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queue_free()
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MessageBus.emit_signal("change_scene", "Title")
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@ -6,17 +6,20 @@ extends Control
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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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#$VBoxContainer/Singleplayer.grab_focus()
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pass
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$VBoxContainer/Singleplayer.grab_focus()
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func _on_Singleplayer_pressed():
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MessageBus.emit_signal("change_scene", "Singleplayer")
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queue_free()
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func _on_Multiplayer_pressed():
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MessageBus.emit_signal("change_scene", "Multiplayer")
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queue_free()
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func _on_Options_pressed():
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MessageBus.emit_signal("change_scene", "Options")
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queue_free()
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func _on_Quit_pressed():
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MessageBus.emit_signal("quit")
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queue_free()
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