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https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 05:25:57 +00:00
Crosshair now snaps into place
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c87a1d031c
commit
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@ -124,7 +124,18 @@ __meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="AcceptDialog" type="AcceptDialog" parent="."]
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[node name="Fire" type="Button" parent="."]
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visible = false
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margin_left = 443.545
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margin_top = 264.473
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margin_right = 528.545
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margin_bottom = 318.473
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text = "FIRE"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="PlaceShipDialog" type="AcceptDialog" parent="."]
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anchor_left = 0.5
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anchor_top = 0.5
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anchor_right = 0.5
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@ -138,19 +149,15 @@ __meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Fire" type="Button" parent="."]
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visible = false
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margin_left = 443.545
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margin_top = 264.473
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margin_right = 528.545
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margin_bottom = 318.473
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text = "FIRE"
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="FireDialog" type="AcceptDialog" parent="."]
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pause_mode = 2
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margin_right = 83.0
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margin_bottom = 58.0
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dialog_text = "You can't fire outside the board"
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[connection signal="pressed" from="VBoxContainer/Forfeit" to="." method="_on_Forfeit_pressed"]
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[connection signal="about_to_show" from="ConfirmationDialog" to="." method="_on_ConfirmationDialog_about_to_show"]
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[connection signal="pressed" from="Confirm Placement" to="." method="_on_Confirm_Placement_pressed"]
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[connection signal="pressed" from="Clear" to="." method="_on_Clear_pressed"]
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[connection signal="pressed" from="Fire" to="." method="_on_Fire_pressed"]
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[connection signal="confirmed" from="FireDialog" to="." method="_on_FireDialog_confirmed"]
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@ -29,7 +29,7 @@ func _on_Confirm_Placement_pressed():
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valid = false
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print ("Placement: ", valid)
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if valid == false:
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get_node("AcceptDialog").popup()
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get_node("PlaceShipDialog").popup()
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else:
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#Saves the location of ships and length of ship into an array
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var shipLocation = []
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@ -75,5 +75,17 @@ func _on_Clear_pressed():
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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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# fires at position
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print("Fire at position: ", crosshair.position)
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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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@ -19,11 +19,41 @@ 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 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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position.x = int(round(world_to_board_space(position).x))
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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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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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# 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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# changes the position of the crosshair
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return true
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else:
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# unlocks the crosshair if not within bounds
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return false
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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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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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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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