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https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-14 21:15:58 +00:00
Collision is bad
Tried working on the collision when placing ships, they are cramming when held on top of each other and are not returning to starting position when they are supposed to.
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@ -99,3 +99,8 @@ contact_monitor = true
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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="body_entered" from="2Ship" to="." method="_on_2Ship_body_entered"]
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[connection signal="body_entered" from="3ShipA" to="." method="_on_3ShipA_body_entered"]
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[connection signal="body_entered" from="3ShipB" to="." method="_on_3ShipB_body_entered"]
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[connection signal="body_entered" from="4Ship" to="." method="_on_4Ship_body_entered"]
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[connection signal="body_entered" from="5Ship" to="." method="_on_5Ship_body_entered"]
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@ -8,6 +8,7 @@ extents = Vector2( 16, 32 )
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[node name="2Ship" type="RigidBody2D"]
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input_pickable = true
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gravity_scale = 0.0
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custom_integrator = true
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script = ExtResource( 1 )
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@ -16,5 +17,11 @@ position = Vector2( 0, 16 )
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texture = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 0, 16.25 )
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position = Vector2( 0.125, 16 )
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shape = SubResource( 1 )
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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position = Vector2( 0.125, 16 )
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shape = SubResource( 1 )
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@ -8,6 +8,7 @@ extents = Vector2( 16, 48 )
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[node name="3ShipB" type="RigidBody2D"]
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input_pickable = true
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gravity_scale = 0.0
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custom_integrator = true
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script = ExtResource( 1 )
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@ -16,3 +17,8 @@ texture = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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shape = SubResource( 1 )
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@ -8,6 +8,7 @@ extents = Vector2( 16, 48 )
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[node name="3ShipA" type="RigidBody2D"]
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input_pickable = true
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gravity_scale = 0.0
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custom_integrator = true
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script = ExtResource( 1 )
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@ -16,3 +17,8 @@ texture = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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shape = SubResource( 1 )
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@ -8,6 +8,7 @@ extents = Vector2( 16, 64 )
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[node name="4Ship" type="RigidBody2D"]
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input_pickable = true
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gravity_scale = 0.0
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custom_integrator = true
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script = ExtResource( 1 )
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@ -18,3 +19,9 @@ texture = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 1, 15 )
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shape = SubResource( 1 )
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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position = Vector2( 1, 15 )
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shape = SubResource( 1 )
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@ -15,4 +15,10 @@ script = ExtResource( 1 )
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texture = ExtResource( 2 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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visible = false
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shape = SubResource( 1 )
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[node name="Area2D" type="Area2D" parent="."]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D"]
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shape = SubResource( 1 )
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@ -1,5 +1,10 @@
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extends Control
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signal two_ship_collide
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signal three_shipA_collide
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signal three_shipB_collide
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signal four_ship_collide
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signal five_ship_collide
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# Declare member variables here. Examples:
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# var a = 2
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@ -19,3 +24,25 @@ func _on_Forfeit_pressed():
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AudioBus.emit_signal("button_clicked")
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queue_free();
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MessageBus.emit_signal("change_scene", "Title")
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func _on_2Ship_body_entered(body):
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var _errno = emit_signal("two_ship_collide", "2Ship")
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print("Emitting two_ship_collide")
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func _on_3ShipA_body_entered(body):
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emit_signal("three_shipA_collide", "3ShipA")
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print("Emitting three_shipA_collide")
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func _on_3ShipB_body_entered(body):
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emit_signal("three_shipB_collide", "3ShipA")
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print("Emitting three_shipB_collide")
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func _on_4Ship_body_entered(body):
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emit_signal("four_ship_collide", "4Ship")
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print("Emitting four_ship_collide")
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func _on_5Ship_body_entered(body):
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emit_signal("five_ship_collide", "5Ship")
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print("Emitting five_ship_collide")
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@ -12,7 +12,12 @@ var startingPos
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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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startingPos = position
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pass
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var _errno = 0
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_errno = find_parent("Game").connect("two_ship_collide", self, "if_ship_stacked")
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_errno = find_parent("Game").connect("three_shipA_collide", self, "if_ship_stacked")
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_errno = find_parent("Game").connect("three_shipB_collide", self, "if_ship_stacked")
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_errno = find_parent("Game").connect("four_ship_collide", self, "if_ship_stacked")
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_errno = find_parent("Game").connect("five_ship_collide", self, "if_ship_stacked")
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var click_radius = 16
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var orient = 0;
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@ -113,10 +118,10 @@ func _input(event):
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return
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elif(event.position - position).length() < click_radius:
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if vertical == true:
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rotate(-PI/2)
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rotation = (-PI/2)
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vertical = false
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else:
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rotate(PI/2)
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rotation = 0
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vertical = true
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if(position.x > 17.4 and position.x < 335.5) and (position.y > 20.2 and position.y < 335.5):
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@ -213,3 +218,11 @@ func checkOriginalPos():
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return true
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else:
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return false
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func if_ship_stacked(ship):
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if !held && ship == name:
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position = startingPos
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rotation = 0
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print("we colliding over here")
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return
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