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Game: Move debug logic out of Game
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commit
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@ -1,18 +1,8 @@
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extends Node
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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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var light_theme = load("res://light_theme.tres")
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var light_theme = load("res://light_theme.tres")
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var dark_theme = load("res://dark_theme.tres")
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var dark_theme = load("res://dark_theme.tres")
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# Preloaded assets, to be used later
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# TODO: Move Setup into the Player. It's just here, for now, so that it can be tested and the game doesn't appear broken
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onready var Setup = preload("res://scenes/Game/Setup.tscn")
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# TODO: Move Fire into the Player. See above.
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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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# Path to Player class, for instantiating new Players in code
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onready var Player = preload("res://scenes/Game/Player.tscn")
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onready var Player = preload("res://scenes/Game/Player.tscn")
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@ -33,11 +23,7 @@ var is_multiplayer = false
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# Called when the node enters the scene tree for the first time.
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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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func _ready():
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# TODO: Move Setup into the Player.
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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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get_node("ConfirmationDialog").get_ok().text = "Yes"
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get_node("ConfirmationDialog").get_ok().text = "Yes"
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get_node("ConfirmationDialog").get_cancel().text = "No"
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get_node("ConfirmationDialog").get_cancel().text = "No"
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get_node("ConfirmationDialog").get_ok().rect_min_size.x = 100
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get_node("ConfirmationDialog").get_ok().rect_min_size.x = 100
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@ -50,8 +36,6 @@ func _ready():
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# TODO: Move Setup into the Player.
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# TODO: Move Setup into the Player.
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func game_setup(_ships):
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func game_setup(_ships):
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print_debug("Congrats! Setup complete.")
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print_debug("Congrats! Setup complete.")
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# TODO: Move Fire into the Player.
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add_child(Fire.instance())
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# Member functions:
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# Member functions:
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# game_start: starts the game
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# game_start: starts the game
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@ -3,6 +3,12 @@ extends Node
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# Path to Board class, for instantiating new Boards in code
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# Path to Board class, for instantiating new Boards in code
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var Board = "res://script/game/Gameplay/Board.gd"
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var Board = "res://script/game/Gameplay/Board.gd"
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# Preloaded assets, to be used later
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# TODO: Move Setup into the Player. It's just here, for now, so that it can be tested and the game doesn't appear broken
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onready var Setup = preload("res://scenes/Game/Setup.tscn")
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# TODO: Move Fire into the Player. See above.
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onready var Fire = preload("res://scenes/Game/Fire.tscn")
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# Player ID of this player
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# Player ID of this player
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var pid
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var pid
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# board (an instance of the Board class)
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# board (an instance of the Board class)
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@ -10,7 +16,9 @@ onready var board = Board.new()
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# Called when the node enters the scene tree for the first time.
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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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func _ready():
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pass # Replace with function body.
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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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# Member functions:
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# Member functions:
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# hit: Called when opponent fires on us.
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# hit: Called when opponent fires on us.
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@ -40,6 +48,8 @@ func set_up(ships):
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# Initiates the player's turn, and blocks until the player selects a location to fire upon
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# Initiates the player's turn, and blocks until the player selects a location to fire upon
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# returns: fire = [player id, target coordinates]
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# returns: fire = [player id, target coordinates]
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func turnStart():
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func turnStart():
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# TODO: Yielf until Fire return
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add_child(Fire.instance())
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var player_id = 0
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var player_id = 0
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var target = Vector2(0,0)
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var target = Vector2(0,0)
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return [player_id, target]
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return [player_id, target]
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