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Comment game logic code, and edit for style.
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@ -3,10 +3,10 @@ extends Node
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# Path to Ship class, for instantiating new Ships in code
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onready var Ship = load("res://script/game/Gameplay/Ship.gd")
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var bottomBoard # Player board
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var topBoard # Opponent board
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var bottom_board # Player board
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var top_board # Opponent board
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var ships # list of Ships
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var shipCount # number of 'active' (un-sunk) ships
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var ship_count # number of 'active' (un-sunk) ships
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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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@ -29,16 +29,18 @@ func getShipCount():
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pass
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func _init():
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# Initialize the bottom_board to a 10x10 array
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for i in range(10):
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bottomBoard.append([])
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bottom_board.append([])
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for _i in range(0, 10):
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bottomBoard[i].resize(10)
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bottom_board[i].resize(10)
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# Initialize the top_board to a 10x10 array
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for i in range(10):
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topBoard.append([])
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top_board.append([])
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for _i in range(0, 10):
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bottomBoard[i].resize(10)
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top_board[i].resize(10)
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# worldspace_to_boardspace: convert a Vector2 in world-space to board-space
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func worldspace_to_boardspace(coordinate:Vector2):
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coordinate -= Vector2(36, 36)
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coordinate /= Vector2(32,32)
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return coordinate
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# subtract 36 to get the position relative to (0,0) on the board, and integer divide by 32
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return Vector2(int(coordinate.x - 36) >> 5, int(coordinate.y-36) >> 5)
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@ -3,25 +3,29 @@ extends Node
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# Path to Player class, for instantiating new Players in code
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var Player = "res://script/game/Gameplay/Player.gd"
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# Array of instances of the Player class; stores the Players
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var players # = player1, player2, ...
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var turnCount = 0
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var wasHit = false
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var isMultiplayer = false
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# turn counter
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var turn = 0
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# Variable transporting hit state between players
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var hit = false
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# Variable tracking whether a game is multiplayer (so that the correct Player type can be spawned)
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# TODO: Multiplayer
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var is_multiplayer = false
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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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gameStart()
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game_start()
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# Member functions:
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# game_start: starts the game
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func game_start():
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pass
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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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# victory_screen: display the victory screen
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func victory_screen():
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pass
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func gameStart():
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pass
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func victoryScreen():
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pass
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func displayTurn():
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# display_turn(): display which turn it is on the screen
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func display_turn():
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pass
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@ -3,39 +3,40 @@ extends Node
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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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# Player ID of this player
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var pid
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# board (an instance of the Board class)
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var board
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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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pass # Replace with function body.
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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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# Member functions:
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# hit: Called when opponent fires on us.
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# Update internal state, and return bool hit/miss
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func hit():
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pass
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# placeShip: called when ships are placed.
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# place_ship: called when ships are placed.
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# forwards Ship locations to the Board, so that it may construct a ship
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# ship: a list of ship properties {possition, orientation, size}
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func placeShips(_ship):
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# ship: a list of ship properties {position, orientation, size}
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func place_ship(_ship):
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pass
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# setUp: set up the board given the placed ship locations
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# translates the ship positions in the Setup UI to board-space, then places each ship
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# ships: a list of lists of ship properties {{position, orientation, size}, ...}
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func setUp(_ships):
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func set_up(_ships):
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pass
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# turnStart: start player's turn
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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, coordinates}
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# returns: fire = [player id, target coordinates]
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func turnStart():
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var player_id = 0
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var target = Vector2(0,0)
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return [player_id, target]
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pass
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# getBoard: returns the player's board
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@ -2,42 +2,54 @@ extends Node
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# This is the rendered element of a "ship", generated when the game transitions from the placing state to the gameplay state
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#
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# Enum denoting the orientation (X is 1, Y is 0)
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enum Orientation {X = 1, Y = 0}
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var size = 0 # Size of ship in units
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var position # Coordinates of ship's center. Ship extends [-(size-1 >> 1), (size/2 >> 1)]
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# Size of ship in board units
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var size
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# Coordinates of ship's center. Ship extends [-(size-1 >> 1), (size/2 >> 1)]
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var position
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# Variable storing whether the ship is sunk, for rendering purposes
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var sunk = false
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var orientation = false
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# Orientation of the ship (see enum Orientation)
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var orientation = Orientation.Y
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# index into ship sprite table
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# Ship sprite metadata
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# sprite: the texture atlas containing all ship parts
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var atlas # = TODO: figure out how to use one sprite for multiple textures
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# texture: the offset into the texture atlas of the first part of the ship.
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var texture = 0
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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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pass # Replace with function body.
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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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# member functions:
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# getSize: get the size of the ship, in board-units (2 for 2-ship, 3 for 3-ship, ...)
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func getSize():
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return size
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# getPosition: get the position of the ship's center, in board units
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func getPosition():
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return position
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# getOrientation: get the orientation of the ship (see enum Orientation)
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func getOrientation():
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return orientation
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# getSunk: get whether the ship is sunk
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func getSunk():
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return sunk
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# setSunk: sink the ship
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func setSunk():
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sunk = true
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func _init(in_position = Vector2(0,0), in_size = 2, in_orientation = Orientation.X):
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# _init: called on object initialization. Accepts args if called via <Ship>.new(...)
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# in_position: position of the ship, in board-coordinates; (0,0) by default
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# in_size: size of the ship, in board-units; 2 by default
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# in_orientation: orientation of the ship (see enum Orientation); vertical by default
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func _init(in_position = Vector2(0,0), in_size = 2, in_orientation = Orientation.Y):
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position = in_position
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size = in_size
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orientation = in_orientation
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