1
0
mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2024-11-14 21:15:58 +00:00

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

This commit is contained in:
John 2021-11-13 04:34:39 -06:00
parent b0995cbd0d
commit 1cb400361d
22 changed files with 251 additions and 241 deletions

View File

@ -16,8 +16,8 @@ config/icon="res://icon.png"
[autoload]
MessageBus="*res://script/game/Message Bus.gd"
AudioBus="*res://script/game/Audio Bus.gd"
MessageBus="*res://script/Message Bus.gd"
AudioBus="*res://script/audio controller/Audio Bus.gd"
OptionsController="*res://script/options/OptionsController.gd"
AudioController="*res://scenes/AudioController.tscn"

View File

@ -0,0 +1,47 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://assets/game/RedCrosshair.png" type="Texture" id=1]
[ext_resource path="res://script/game/Gameplay/Fire.gd" type="Script" id=2]
[ext_resource path="res://script/game/Gameplay/Crosshair.gd" type="Script" id=3]
[ext_resource path="res://assets/game/board_blue.png" type="Texture" id=4]
[node name="Fire" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
rect_pivot_offset = Vector2( 147.423, 85.3825 )
mouse_filter = 2
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="board_blue" type="Sprite" parent="."]
position = Vector2( 18, 18 )
texture = ExtResource( 4 )
centered = false
__meta__ = {
"_edit_lock_": true
}
[node name="Crosshair" type="Sprite" parent="."]
texture = ExtResource( 1 )
script = ExtResource( 3 )
[node name="Fire" type="Button" parent="."]
margin_left = 443.545
margin_top = 264.473
margin_right = 528.545
margin_bottom = 318.473
text = "FIRE"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="FireDialog" type="AcceptDialog" parent="."]
pause_mode = 2
margin_right = 83.0
margin_bottom = 58.0
dialog_text = "You can't fire outside the board"
[connection signal="pressed" from="Fire" to="." method="_on_Fire_pressed"]
[connection signal="confirmed" from="FireDialog" to="." method="_on_FireDialog_confirmed"]

View File

@ -0,0 +1,42 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://script/title screen/Title-Screen-Background.png" type="Texture" id=1]
[ext_resource path="res://script/game/Gameplay/Game.gd" type="Script" id=3]
[node name="Game" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
mouse_filter = 2
script = ExtResource( 3 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Background" type="Sprite" parent="."]
show_behind_parent = true
position = Vector2( 321.081, 179.931 )
texture = ExtResource( 1 )
flip_h = true
__meta__ = {
"_edit_lock_": true
}
[node name="Buttons" type="VBoxContainer" parent="."]
anchor_left = 0.912
anchor_top = 0.932
anchor_right = 0.912
anchor_bottom = 0.932
margin_left = -3.68005
margin_top = -4.52002
margin_right = 49.3199
margin_bottom = 15.48
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Forfeit" type="Button" parent="Buttons"]
margin_right = 53.0
margin_bottom = 20.0
text = "Forfeit"
[connection signal="pressed" from="Buttons/Forfeit" to="." method="_on_Forfeit_pressed"]

View File

@ -1,17 +1,14 @@
[gd_scene load_steps=11 format=2]
[gd_scene load_steps=8 format=2]
[ext_resource path="res://assets/game/board_blue.png" type="Texture" id=1]
[ext_resource path="res://script/title screen/Title-Screen-Background.png" type="Texture" id=2]
[ext_resource path="res://script/game/Gameplay.gd" type="Script" id=3]
[ext_resource path="res://scenes/ships/2Ship.tscn" type="PackedScene" id=4]
[ext_resource path="res://scenes/ships/5Ship.tscn" type="PackedScene" id=5]
[ext_resource path="res://scenes/ships/3ShipB.tscn" type="PackedScene" id=6]
[ext_resource path="res://scenes/ships/3shipA.tscn" type="PackedScene" id=7]
[ext_resource path="res://scenes/ships/4Ship.tscn" type="PackedScene" id=8]
[ext_resource path="res://assets/game/RedCrosshair.png" type="Texture" id=9]
[ext_resource path="res://script/game/Gameplay/Crosshair.gd" type="Script" id=10]
[ext_resource path="res://scenes/ships/3ShipB.tscn" type="PackedScene" id=4]
[ext_resource path="res://scenes/ships/3shipA.tscn" type="PackedScene" id=5]
[ext_resource path="res://scenes/ships/4Ship.tscn" type="PackedScene" id=6]
[ext_resource path="res://scenes/ships/5Ship.tscn" type="PackedScene" id=7]
[ext_resource path="res://scenes/ships/2Ship.tscn" type="PackedScene" id=8]
[ext_resource path="res://script/game/Setup.gd" type="Script" id=10]
[node name="Game" type="Control"]
[node name="Setup" type="Control"]
anchor_top = 0.00123732
anchor_right = 1.0
anchor_bottom = 0.890237
@ -19,7 +16,8 @@ margin_left = -0.5
margin_top = 0.740086
margin_right = -0.5
margin_bottom = 40.7
script = ExtResource( 3 )
mouse_filter = 2
script = ExtResource( 10 )
__meta__ = {
"_edit_use_anchors_": false
}
@ -32,38 +30,6 @@ __meta__ = {
"_edit_lock_": true
}
[node name="Title-Screen-Background" type="Sprite" parent="."]
show_behind_parent = true
position = Vector2( 321.081, 179.931 )
texture = ExtResource( 2 )
flip_h = true
__meta__ = {
"_edit_lock_": true
}
[node name="Crosshair" type="Sprite" parent="."]
visible = false
texture = ExtResource( 9 )
script = ExtResource( 10 )
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_left = 0.912
anchor_top = 0.932
anchor_right = 0.912
anchor_bottom = 0.932
margin_left = -3.68005
margin_top = -4.52002
margin_right = 49.3199
margin_bottom = 15.48
__meta__ = {
"_edit_use_anchors_": false
}
[node name="Forfeit" type="Button" parent="VBoxContainer"]
margin_right = 53.0
margin_bottom = 20.0
text = "Forfeit"
[node name="ConfirmationDialog" type="ConfirmationDialog" parent="."]
margin_left = 199.156
margin_top = 155.6
@ -75,32 +41,32 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="2Ship" parent="." instance=ExtResource( 4 )]
position = Vector2( 529.802, 70.7151 )
[node name="2Ship" parent="." instance=ExtResource( 8 )]
position = Vector2( 490.802, 90.7151 )
collision_layer = 3
contacts_reported = 1
contact_monitor = true
[node name="3ShipA" parent="." instance=ExtResource( 7 )]
position = Vector2( 434.236, 114.21 )
[node name="3ShipA" parent="." instance=ExtResource( 5 )]
position = Vector2( 429.236, 124.21 )
collision_layer = 3
contacts_reported = 1
contact_monitor = true
[node name="3ShipB" parent="." instance=ExtResource( 6 )]
position = Vector2( 443.216, 266.865 )
[node name="3ShipB" parent="." instance=ExtResource( 4 )]
position = Vector2( 427.216, 248.865 )
collision_layer = 3
contacts_reported = 1
contact_monitor = true
[node name="4Ship" parent="." instance=ExtResource( 8 )]
position = Vector2( 522.911, 218.599 )
[node name="4Ship" parent="." instance=ExtResource( 6 )]
position = Vector2( 491.911, 217.599 )
collision_layer = 3
contacts_reported = 1
contact_monitor = true
[node name="5Ship" parent="." instance=ExtResource( 5 )]
position = Vector2( 607.096, 211.864 )
[node name="5Ship" parent="." instance=ExtResource( 7 )]
position = Vector2( 557.096, 213.864 )
collision_layer = 3
contacts_reported = 1
contact_monitor = true
@ -125,17 +91,6 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="Fire" type="Button" parent="."]
visible = false
margin_left = 443.545
margin_top = 264.473
margin_right = 528.545
margin_bottom = 318.473
text = "FIRE"
__meta__ = {
"_edit_use_anchors_": false
}
[node name="PlaceShipDialog" type="AcceptDialog" parent="."]
anchor_left = 0.5
anchor_top = 0.5
@ -150,15 +105,6 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="FireDialog" type="AcceptDialog" parent="."]
pause_mode = 2
margin_right = 83.0
margin_bottom = 58.0
dialog_text = "You can't fire outside the board"
[connection signal="pressed" from="VBoxContainer/Forfeit" to="." method="_on_Forfeit_pressed"]
[connection signal="about_to_show" from="ConfirmationDialog" to="." method="_on_ConfirmationDialog_about_to_show"]
[connection signal="pressed" from="Confirm Placement" to="." method="_on_Confirm_Placement_pressed"]
[connection signal="pressed" from="Clear" to="." method="_on_Clear_pressed"]
[connection signal="pressed" from="Fire" to="." method="_on_Fire_pressed"]
[connection signal="confirmed" from="FireDialog" to="." method="_on_FireDialog_confirmed"]

View File

@ -1,11 +1,11 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://script/game/Main.gd" type="Script" id=5]
[ext_resource path="res://script/Main.gd" type="Script" id=5]
[node name="Main" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
mouse_filter = 1
mouse_filter = 2
script = ExtResource( 5 )
__meta__ = {
"_edit_use_anchors_": false

View File

@ -1,6 +0,0 @@
[gd_scene format=2]
[node name="Control" type="Control"]
__meta__ = {
"_edit_use_anchors_": false
}

View File

@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
[ext_resource path="res://script/game/SetupShip.gd" type="Script" id=1]
[ext_resource path="res://assets/game/2Ship.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]

View File

@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
[ext_resource path="res://script/game/SetupShip.gd" type="Script" id=1]
[ext_resource path="res://assets/game/3ShipB.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]
@ -16,7 +16,7 @@ script = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2( 0.9, 0.966 )
scale = Vector2( 0.5, 0.833 )
shape = SubResource( 1 )
[node name="Area2D" type="Area2D" parent="."]

View File

@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
[ext_resource path="res://script/game/SetupShip.gd" type="Script" id=1]
[ext_resource path="res://assets/game/3ShipA.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]

View File

@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
[ext_resource path="res://script/game/SetupShip.gd" type="Script" id=1]
[ext_resource path="res://assets/game/4Ship.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]

View File

@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://script/game/moveShip.gd" type="Script" id=1]
[ext_resource path="res://script/game/SetupShip.gd" type="Script" id=1]
[ext_resource path="res://assets/game/5Ship.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]

View File

@ -2,7 +2,7 @@ extends Control
# Scenes
onready var title_screen = preload("res://scenes/Title Screen.tscn")
onready var gameplay = preload("res://scenes/Gameplay.tscn" )
onready var game = preload("res://scenes/Game/Game.tscn" )
onready var options = preload("res://scenes/Options.tscn" )
onready var debug_menu = preload("res://scenes/Debug Menu.tscn" )
@ -48,10 +48,12 @@ func _on_scene_start(scene):
#print ("_on_scene_start(",scene,")")
match scene:
"Singleplayer":
add_child (gameplay.instance())
add_child (game.instance())
return true
"Multiplayer":
add_child (gameplay.instance())
game = game.instance()
game.is_multiplayer = true
add_child (game)
# add_child (multiplayercontroller.instance())
return true
"Options":

View File

@ -1,18 +0,0 @@
extends Area2D
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func _on_Border_body_entered(body):
print(body)

View File

@ -1,91 +0,0 @@
extends Control
onready var Ships = ["2Ship", "3ShipA", "3ShipB", "4Ship", "5Ship"]
onready var Crosshair
class Location:
var Coor: Vector2
var Length: int
var Orientation: bool #vertical is true, (Trueship = vertical) (Falseship = horizontal)
# Called when the node enters the scene tree for the first time.
func _ready():
if find_next_valid_focus(): find_next_valid_focus().grab_focus()
func _on_Forfeit_pressed():
AudioBus.emit_signal("button_clicked")
queue_free();
MessageBus.emit_signal("change_scene", "Title")
func _on_Confirm_Placement_pressed():
var valid = true
for ship in Ships:
# validate_placement returns the x-axis distance from the board
# if this is more than zero, the ship is invalid
if get_node(ship).validate_placement():
valid = false
print ("Placement: ", valid)
if valid == false:
get_node("PlaceShipDialog").popup()
else:
#Saves the location of ships and length of ship into an array
var shipLocation = []
for ship in Ships:
var location = Location.new()
location.Coor = get_node(ship).position
location.Length = get_node(ship).get("ship_length")
location.Orientation = get_node(ship).get("vertical")
shipLocation.append(location)
#print out the array for testing
for x in shipLocation:
print("Ship Length: ", x.Length, ", Ship Orientation: ", x.Orientation, "Ship Coor: ", x.Coor)
#Hides the ship placement UI
var confirmButton = get_node("Confirm Placement")
var clearButton = get_node("Clear")
var ship1 = get_node("2Ship")
var ship2 = get_node("3ShipA")
var ship3 = get_node("3ShipB")
var ship4 = get_node("4Ship")
var ship5 = get_node("5Ship")
confirmButton.visible = false
clearButton.visible = false
ship1.visible = false
ship2.visible = false
ship3.visible = false
ship4.visible = false
ship5.visible = false
#Changes to firing mode, makes the fireing mode UI visible (The location of this can be changed later. This position is for testing)
var crosshair = get_node("Crosshair")
var fireButton = get_node("Fire")
crosshair.visible = true
fireButton.visible = true
return valid # Replace with function body.
func _on_Clear_pressed():
for ship in Ships:
get_node(ship).clear()
pass # Replace with function body.
func _on_Fire_pressed():
var crosshair = get_node("Crosshair")
# hides crosshair
crosshair.visible = false
if crosshair.validate_position(crosshair.position) == true:
# fires at position
print("Fire at position: ", crosshair.position)
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.

View File

@ -1,24 +1,28 @@
extends Sprite
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
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):
if snapped == false:
position += (get_global_mouse_position() - position)/10
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 == true:
# Locks the position of the crosshair with left click
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
@ -26,16 +30,15 @@ func _input(event):
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)
if event is InputEventMouseButton and event.button_index == BUTTON_RIGHT and visible == true:
# Unlocks the position of the crosshair with right click
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 boardx = int(round(world_to_board_space(vector).x))
var boardy = int(round(world_to_board_space(vector).y))
var board = world_to_board_space(vector)
# Checks if the board position is within bounds of the board
if boardx < 11 and boardx > 0 and boardy < 11 and boardy > 0:
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:
@ -45,15 +48,11 @@ func validate_position(vector):
# 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
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) + offset #Invert the above function
var res = (vector * 32) + world_offset #Invert the above function
return res #Truncate decimals
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass

View File

@ -0,0 +1,30 @@
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.

View File

@ -1,8 +1,18 @@
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
onready var Setup = preload("res://scenes/Game/Setup.tscn")
onready var Fire = preload("res://scenes/Game/Fire.tscn")
# Path to Player class, for instantiating new Players in code
var Player = "res://script/game/Gameplay/Player.gd"
# Array of instances of the Player class; stores the Players
var players # = player1, player2, ...
# turn counter
@ -15,7 +25,13 @@ var is_multiplayer = false
# Called when the node enters the scene tree for the first time.
func _ready():
game_start()
var setup = Setup.instance()
setup.connect("game_ready", self, "game_setup")
add_child(setup)
func game_setup(_ships):
print_debug("Congrats! Setup complete.")
add_child(Fire.instance())
# Member functions:
# game_start: starts the game
@ -29,3 +45,10 @@ func victory_screen():
# display_turn(): display which turn it is on the screen
func display_turn():
pass
func _on_Forfeit_pressed():
AudioBus.emit_signal("button_clicked")
end()
func end():
queue_free()

View File

@ -0,0 +1,54 @@
extends Control
signal forfeit
signal game_ready
onready var Ships = ["2Ship", "3ShipA", "3ShipB", "4Ship", "5Ship"]
class ShipData:
var Position: Vector2
var Length: int
var Orientation: bool # (True = vertical) (False = horizontal)
# Called when the node enters the scene tree for the first time.
func _ready():
# Moves the focus to this menu
if find_next_valid_focus(): find_next_valid_focus().grab_focus()
func _on_Confirm_Placement_pressed():
# Make the button noise
AudioBus.emit_signal("button_clicked")
var valid = true
for ship in Ships:
# validate_placement returns the x-axis distance from the board
# if this is more than zero, the ship is invalid
if get_node(ship).validate_placement():
valid = false
print ("Placement: ", valid)
if valid == false:
get_node("PlaceShipDialog").popup()
else:
#Saves the location of ships and length of ship into an array
var shipLocation = []
for ship in Ships:
var location = ShipData.new()
location.Position = get_node(ship).position
location.Length = get_node(ship).get("ship_length")
location.Orientation = get_node(ship).get("vertical")
shipLocation.append(location)
#print out the array for testing
for x in shipLocation:
print("Ship Length: ", x.Length, ", Ship Orientation: ", x.Orientation, ", Ship Position: ", x.Position)
# Return the shipLocation array to those listening on game_ready
emit_signal("game_ready", shipLocation)
queue_free()
return valid # Replace with function body.
func _on_Clear_pressed():
AudioBus.emit_signal("button_clicked")
for ship in Ships:
get_node(ship).clear()
pass # Replace with function body.

View File

@ -141,11 +141,9 @@ func checkOriginalPos():
# Called when *this* ship collides with another ship
func ship_stacked(_body):
print("stacked")
collision = true
# Called when *this* ship stops colliding with another ship
func ship_unstacked(_body):
print("unstacked")
collision = false
# Calculate the extents (front to back) of the ship and check whether they're on the board

View File

@ -1,16 +0,0 @@
extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass