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

I accidentally the buttons + Fix some hitbox mistakes.

This commit is contained in:
John 2021-11-12 03:01:23 -06:00
parent c558578e2e
commit 304389138f
8 changed files with 62 additions and 32 deletions

View File

@ -133,5 +133,5 @@ __meta__ = {
[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="2Ship" method="_on_Confirm_Placement_pressed"]
[connection signal="pressed" from="Clear" to="2Ship" method="_on_Clear_pressed"]
[connection signal="pressed" from="Confirm Placement" to="." method="_on_Confirm_Placement_pressed"]
[connection signal="pressed" from="Clear" to="." method="_on_Clear_pressed"]

View File

@ -18,10 +18,12 @@ texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 0.125, 16 )
scale = Vector2( 0.9, 0.95 )
shape = SubResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2( 0.125, 16 )
scale = Vector2( 0.9, 0.95 )
shape = SubResource( 1 )

View File

@ -16,9 +16,11 @@ script = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2( 0.9, 0.966 )
shape = SubResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
scale = Vector2( 0.9, 0.966 )
shape = SubResource( 1 )

View File

@ -16,9 +16,11 @@ script = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
scale = Vector2( 0.9, 0.966 )
shape = SubResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
scale = Vector2( 0.9, 0.966 )
shape = SubResource( 1 )

View File

@ -17,11 +17,13 @@ position = Vector2( 0, 16 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 1, 15 )
position = Vector2( 0, 16 )
scale = Vector2( 0.9, 0.975 )
shape = SubResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
position = Vector2( 1, 15 )
position = Vector2( 0, 16 )
scale = Vector2( 0.9, 0.975 )
shape = SubResource( 1 )

View File

@ -15,10 +15,11 @@ script = ExtResource( 1 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
visible = false
scale = Vector2( 0.9, 0.98 )
shape = SubResource( 1 )
[node name="Area2D" type="Area2D" parent="."]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
scale = Vector2( 0.9, 0.98 )
shape = SubResource( 1 )

View File

@ -1,5 +1,7 @@
extends Control
onready var Ships = ["2Ship", "3ShipA", "3ShipB", "4Ship", "5Ship"]
# Called when the node enters the scene tree for the first time.
func _ready():
@ -11,3 +13,20 @@ func _on_Forfeit_pressed():
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)
return valid # Replace with function body.
func _on_Clear_pressed():
for ship in Ships:
get_node(ship).clear()
pass # Replace with function body.

View File

@ -4,14 +4,15 @@ extends RigidBody2D
var held = false
var originalPos # Position before moving the ship
var snapOriginalPos = false # Gets the original position
var mousePos
var vertical = true # Gets ship which is either vertical or horizonal
var startingPos # Starting position of ships before being placed
var mousePos
# Ships are all named starting with their length,
# So we cast from string to int, on the ship name, and get the length
onready var ship_length = int(name)
# This is set when we're colliding with something
var collision = false
# Called when the node enters the scene tree for the first time.
@ -37,16 +38,13 @@ func _input(event):
pickup()
if held and not event.pressed:
drop()
# Convert the center of this piece to board-space
var bs_position = world_to_board_space(position)
# Check whether the piece is within half a board-space of the grid (-0.5, 9.5)
if not (bs_position.x > -0.5 and bs_position.x < 9.5 and bs_position.y > -0.5 and bs_position.y < 9.5):
# if not (position.x > 17.4 and position.x < 335.5) and (position.y > 20.2 and position.y < 335.5):
if originalPos != null:
collision = true
rotation = 0
vertical = true
if event is InputEventMouseMotion and held:
@ -57,19 +55,12 @@ func _input(event):
mousePos = event.position;
if event.is_action_pressed("ui_rotate"):
if held:
return
if checkOriginalPos():
return
else:
AudioBus.emit_signal("button_clicked")
if originalPos == null:
if position == originalPos:
return
elif(event.position - position).length() < click_radius:
if not held and not checkOriginalPos():
if(event.position - position).length() < click_radius:
#Play a sound
AudioBus.emit_signal("button_clicked")
# Rotation has been moved to _physics_process,
# as per recommendation of godot_engine.org
#rotation = (-PI/2)
vertical = not vertical
@ -82,6 +73,9 @@ var prev_position = Vector2(0,0)
# The number of frames after an object is released to check for physics updates
var released = 0
func _integrate_forces(state):
if state.get_contact_count():
collision = true
# _physics_process: called in place of the physics processor
# Checks collision and updates the position and rotation of the object
@ -94,16 +88,12 @@ func _physics_process(_delta):
if held and mousePos and mousePos != position:
position = mousePos
mousePos = null
# Snap it to the grid if not held (and previously moved)
if not held and moved:
position = (position - offset).snapped(Vector2(32, 32)) + offset
prev_position = position
# Check collisions after released, reset if colliding
if collision and released:
position = startingPos
# If it's been moved or rotated, snap it to the board
if released or rotated:
# check whether the ends of the piece are within the board
@ -116,6 +106,11 @@ func _physics_process(_delta):
position += 32 * Vector2(linear_move, 0)
pass
# Check collisions after released, reset if colliding
if collision and released:
position = startingPos
rotation = 0
vertical = true
# Rotate if the piece needs to be rotated
if rotated:
prev_vertical = vertical
@ -153,29 +148,36 @@ func ship_unstacked(_body):
# Returns how many squares to move the ship along its orientation axis (positive or negative)
func check_extents(center, orientation, length):
center = world_to_board_space(center) # Convert to board-space (0-10)
print("Center: ", center)
# Calculate the position of the front of the ship
# Orientation is true when the ship is vertical
var bow = vectorget(center, orientation) - floor((length - 1) / 2)
print("Bow: ", bow)
# if out of bounds, return how much to move the ship by
if bow < 0:
print("return: ", -bow)
return -bow
# Calculate the position of the rear of the ship
var stern = vectorget(center, orientation) + floor(length / 2)
print("Stern: ", stern)
# If out of bounds, return how much to move the ship by
if stern >= 10:
print("return: ", -(stern - 9))
return -(stern - 9)
print("return: ", 0)
return 0
func validate_placement():
# Checks whether the ship's center is on the board.
# As long as the ship was moved according to the rules defined in the
# _physics_process function, this should be necessary and sufficient
# to say the ship is on the board
return check_extents(position, false, 1)
func clear():
# ships return home on collision
# simulate a collision
collision = true
released = 1
# Convert the world-space coordinates to positions on the board
func world_to_board_space(vector):
# Do math
var res = (vector - offset) / 32 # Subtract the distance between the screen corner and square (0,0)
var res = (vector - offset) / 32 # Basically Fahrenheit/Celcius conversion, but in 2D
return res
# Inverse of the above function.