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mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2025-02-04 12:28:35 +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:
2021-11-13 04:34:39 -06:00
parent b0995cbd0d
commit 1cb400361d
22 changed files with 251 additions and 241 deletions

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()