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mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2024-11-15 05:25:57 +00:00

Board: Start initial implementation.

This commit is contained in:
John 2021-11-14 14:06:09 -06:00
parent fd51682eb0
commit 4730bf7733
2 changed files with 77 additions and 22 deletions

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@ -0,0 +1,13 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://script/game/Gameplay/Board.gd" type="Script" id=1]
[ext_resource path="res://assets/game/board_dark.png" type="Texture" id=2]
[node name="Board" type="Node2D"]
position = Vector2( 36, 36 )
script = ExtResource( 1 )
[node name="TempBoardSprite" type="Sprite" parent="."]
texture = ExtResource( 2 )
centered = false
offset = Vector2( -18, -18 )

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@ -1,36 +1,83 @@
extends Node
extends Node2D
# Path to Ship class, for instantiating new Ships in code
onready var Ship = load("res://script/game/Gameplay/Ship.gd")
var bottom_board # Player board
var top_board # Opponent board
var ships # list of Ships
var ship_count # number of 'active' (un-sunk) ships
# Consts and enums
const NO_SHIP = -1
enum {MISS = -1, READY = 0, HIT = 1, SUNK = 2}
# a board is square. This is its side lengths
var bottom_board:Array # Player board
var top_board:Array # Opponent board
var ships = [] # list of Ships
var ship_count = 0 # number of 'active' (un-sunk) ships
# a board is square. This is its side length
var board_len = 10
# Called when the node enters the scene tree for the first time.
func _ready():
ships = []
ship_count = 0
# The top board must be marked by textures. This is where they are stored:
var sprites = []
# Here are where the hit/miss textures are loaded, so that they may be used:
var hit_texture = preload("res://assets/game/Hit.png")
var miss_texture = preload("res://assets/game/Miss.png")
# TODO: What state?
func getState():
func get_state():
pass
# Evaluate being hit by an opponent
# pos: board position opponent fired at
func hit(pos):
var res = MISS
# Get the ship-metadata for that location
var ship = bottom_board[pos.x][pos.y]
# If there's a ship there, which exists, and hasn't been hit,
if ship and ship[0] > NO_SHIP and ship[1] == READY:
# Hit the ship, and store whether HIT or SUNK
res = ships[ship[0]].hit(pos)
# TODO: display KABOOM
# Update the ship
ships[ship[0]].update()
# Mark the ship as hit
ship[1] = HIT
else:
# Mark that position as a miss, with no ship
bottom_board[pos.x][pos.y] = [NO_SHIP, MISS]
# If ship sunk,
if res == SUNK:
# remove it from the count
ship_count -= 1
return res
# fire: Store the results of firing on an opponent
# pos: board position fired on
# res: result of firing on the opponent
func fire(pos, res):
if top_board[pos.x][pos.y] == null:
top_board[pos.x][pos.y] = res
return true
return false
# Place a ship on the board at board-space coordinates
func placeShip(in_position, in_size, in_orientation):
ships.append(Ship.new(in_position, in_size, in_orientation))
pass
func place_ship(in_position, in_size, in_orientation, in_variant = 0):
var ship = Ship.new(in_position, in_size, in_orientation, in_variant)
for pos in ship.get_extent():
bottom_board[pos.x][pos.y] = [ships.size(), READY]
ships.append(ship)
ship_count += 1
add_child(ship)
func getBottomBoard():
pass
# Not sure why this is necessary yet
func get_bottom_board():
return bottom_board
func getShipCount():
# Get the number of live ships
func get_ship_count():
return ship_count
# _init: Constructor
func _init():
# Initialize the bottom_board to a 10x10 array
for _row in range(board_len):
@ -47,8 +94,3 @@ func _init():
func worldspace_to_boardspace(coordinate:Vector2):
# subtract 36 to get the position relative to (0,0) on the board, and integer divide by 32
return Vector2(int(coordinate.x - 36) >> 5, int(coordinate.y-36) >> 5)
# Coordinates of ship's center. Ship extends [-(size-1 >> 1), (size/2 >> 1)]
func shiptoboard(ship:Ship):
for i in range (ship.)
pass