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:
@@ -1,24 +1,28 @@
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extends Sprite
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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 snapped = false #when snapped if true crosshair stops following mouse
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const world_offset = Vector2(36,36)
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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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# Move the cursor to 0,0
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position = board_to_world_space(Vector2(-2,-2))
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pass # Replace with function body.
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func _physics_process(delta):
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if snapped == false:
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position += (get_global_mouse_position() - position)/10
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func _physics_process(_delta):
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var mousePos = get_global_mouse_position()
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# If the cursor is not snapped, and the mouse is over the board
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if snapped == false and validate_position(mousePos):
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# Snap the crosshair to the grid, but following the mouse
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position = (mousePos - world_offset).snapped(Vector2(32,32)) + world_offset
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func _input(event):
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# Check if left click is being clicked and the sprite is visible (i.e only checks for inputs after ship positions are confirmed)
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and visible == true:
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# Locks the position of the crosshair with left click
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and visible and not event.is_pressed():
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# Make a noise
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AudioBus.emit_signal("button_clicked")
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# Locks the position of the crosshair with left click release
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if validate_position(position) == true:
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# rounds the board position to the nearest integer
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snapped = true
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@@ -26,16 +30,15 @@ func _input(event):
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position.y = int(round(world_to_board_space(position).y))
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position = board_to_world_space(position)
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# Check if left click is being clicked and the sprite is visible (i.e only checks for inputs after ship positions are confirmed)
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if event is InputEventMouseButton and event.button_index == BUTTON_RIGHT and visible == true:
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# Unlocks the position of the crosshair with right click
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elif event is InputEventMouseButton and event.button_index == BUTTON_LEFT and visible == true:
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# Unlocks the position of the crosshair with left click
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snapped = false
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func validate_position(vector):
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# rounds the board position to the nearest integer
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var boardx = int(round(world_to_board_space(vector).x))
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var boardy = int(round(world_to_board_space(vector).y))
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var board = world_to_board_space(vector)
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# Checks if the board position is within bounds of the board
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if boardx < 11 and boardx > 0 and boardy < 11 and boardy > 0:
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if board.x < 9.5 and board.x >= -0.5 and board.y < 9.5 and board.y >= -0.5:
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# changes the position of the crosshair
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return true
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else:
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@@ -45,15 +48,11 @@ func validate_position(vector):
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# Convert the world-space coordinates to positions on the board
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func world_to_board_space(vector):
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# Do math
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var res = (vector - offset) / 32 # Basically Fahrenheit/Celcius conversion, but in 2D
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var res = (vector - world_offset) / 32 # Basically Fahrenheit/Celcius conversion, but in 2D
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return res
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# Inverse of the above function.
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func board_to_world_space(vector):
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# Do math
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var res = (vector * 32) + offset #Invert the above function
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var res = (vector * 32) + world_offset #Invert the above function
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return res #Truncate decimals
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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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30
godot_ship/script/game/Gameplay/Fire.gd
Normal file
30
godot_ship/script/game/Gameplay/Fire.gd
Normal file
@@ -0,0 +1,30 @@
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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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pass # Replace with function body.
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# Signal to pass the fire location back to yet-unknown nodes
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signal fire_at
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func _on_Fire_pressed():
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var crosshair = get_node("Crosshair")
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# hides crosshair
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crosshair.visible = false
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if crosshair.validate_position(crosshair.position) == true:
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var crosshair_pos = crosshair.world_to_board_space(crosshair.position)
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# fires at position
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print("Fire at position: ", crosshair_pos)
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emit_signal("fire_at", crosshair_pos)
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# Close the Firing menu
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queue_free()
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else:
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#if invalid position popup appears
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var dialog = get_node("FireDialog")
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dialog.popup_centered()
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pass # Replace with function body.
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func _on_FireDialog_confirmed():
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get_node("Crosshair").visible = true
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pass # Replace with function body.
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@@ -1,8 +1,18 @@
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extends Node
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class ShipData:
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var Coor: Vector2
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var Length: int
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var Orientation: bool #vertical is true, (Trueship = vertical) (Falseship = horizontal)
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# Preloaded assets, to be used later
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onready var Setup = preload("res://scenes/Game/Setup.tscn")
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onready var Fire = preload("res://scenes/Game/Fire.tscn")
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# Path to Player class, for instantiating new Players in code
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var Player = "res://script/game/Gameplay/Player.gd"
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# Array of instances of the Player class; stores the Players
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var players # = player1, player2, ...
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# turn counter
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@@ -15,7 +25,13 @@ var is_multiplayer = 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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game_start()
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var setup = Setup.instance()
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setup.connect("game_ready", self, "game_setup")
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add_child(setup)
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func game_setup(_ships):
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print_debug("Congrats! Setup complete.")
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add_child(Fire.instance())
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# Member functions:
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# game_start: starts the game
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@@ -29,3 +45,10 @@ func victory_screen():
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# display_turn(): display which turn it is on the screen
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func display_turn():
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pass
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func _on_Forfeit_pressed():
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AudioBus.emit_signal("button_clicked")
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end()
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func end():
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queue_free()
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