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	I accidentally the buttons + Fix some hitbox mistakes.
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		| @@ -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. | ||||
|   | ||||
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