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https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-14 21:15:58 +00:00
Partial fire functionality added.
Currently hides all ship placement UI and makes visible all fire functionality. The crosshair currently does not snap to a grid. The ships are saved in an area of location objects holding the length, orientation, and coordinates of the ship.
This commit is contained in:
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6e5471cc66
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source_md5="f6d6cf59e576f46ace6228c7c6fbcd43"
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dest_md5="5fbfd5548d2fd8ed92f2a987ce11d3c4"
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godot_ship/assets/game/RedCrosshair.png
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godot_ship/assets/game/RedCrosshair.png
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godot_ship/assets/game/RedCrosshair.png.import
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godot_ship/assets/game/RedCrosshair.png.import
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[remap]
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importer="texture"
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type="StreamTexture"
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path="res://.import/RedCrosshair.png-ed59a214d85db7c21233257c8daddbef.stex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://assets/game/RedCrosshair.png"
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dest_files=[ "res://.import/RedCrosshair.png-ed59a214d85db7c21233257c8daddbef.stex" ]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_mode=0
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compress/bptc_ldr=0
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compress/normal_map=0
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flags/repeat=0
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flags/filter=true
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flags/mipmaps=false
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flags/anisotropic=false
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flags/srgb=2
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/HDR_as_SRGB=false
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process/invert_color=false
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stream=false
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size_limit=0
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detect_3d=true
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svg/scale=1.0
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@ -1,4 +1,4 @@
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[gd_scene load_steps=9 format=2]
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[gd_scene load_steps=11 format=2]
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[ext_resource path="res://assets/game/board_blue.png" type="Texture" id=1]
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[ext_resource path="res://script/title screen/Title-Screen-Background.png" type="Texture" id=2]
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@ -8,6 +8,8 @@
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[ext_resource path="res://scenes/ships/3ShipB.tscn" type="PackedScene" id=6]
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[ext_resource path="res://scenes/ships/3shipA.tscn" type="PackedScene" id=7]
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[ext_resource path="res://scenes/ships/4Ship.tscn" type="PackedScene" id=8]
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[ext_resource path="res://assets/game/RedCrosshair.png" type="Texture" id=9]
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[ext_resource path="res://script/game/Gameplay/Crosshair.gd" type="Script" id=10]
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[node name="Game" type="Control"]
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anchor_right = 1.0
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@ -38,6 +40,11 @@ __meta__ = {
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"_edit_lock_": true
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}
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[node name="Crosshair" type="Sprite" parent="."]
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visible = false
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texture = ExtResource( 9 )
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script = ExtResource( 10 )
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[node name="VBoxContainer" type="VBoxContainer" parent="."]
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anchor_left = 0.912
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anchor_top = 0.932
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@ -131,7 +138,19 @@ __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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[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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@ -1,7 +1,12 @@
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extends Control
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onready var Ships = ["2Ship", "3ShipA", "3ShipB", "4Ship", "5Ship"]
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onready var Crosshair
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class Location:
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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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# Called when the node enters the scene tree for the first time.
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func _ready():
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@ -25,10 +30,50 @@ func _on_Confirm_Placement_pressed():
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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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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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for ship in Ships:
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var location = Location.new()
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location.Coor = get_node(ship).position
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location.Length = get_node(ship).get("ship_length")
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location.Orientation = get_node(ship).get("vertical")
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shipLocation.append(location)
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#print out the array for testing
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for x in shipLocation:
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print("Ship Length: ", x.Length, ", Ship Orientation: ", x.Orientation, "Ship Coor: ", x.Coor)
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#Hides the ship placement UI
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var confirmButton = get_node("Confirm Placement")
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var clearButton = get_node("Clear")
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var ship1 = get_node("2Ship")
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var ship2 = get_node("3ShipA")
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var ship3 = get_node("3ShipB")
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var ship4 = get_node("4Ship")
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var ship5 = get_node("5Ship")
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confirmButton.visible = false
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clearButton.visible = false
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ship1.visible = false
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ship2.visible = false
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ship3.visible = false
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ship4.visible = false
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ship5.visible = false
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#Changes to firing mode, makes the fireing mode UI visible (The location of this can be changed later. This position is for testing)
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var crosshair = get_node("Crosshair")
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var fireButton = get_node("Fire")
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crosshair.visible = true
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fireButton.visible = true
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return valid # Replace with function body.
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func _on_Clear_pressed():
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for ship in Ships:
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get_node(ship).clear()
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pass # Replace with function body.
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func _on_Fire_pressed():
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var crosshair = get_node("Crosshair")
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print("Fire at position: ", crosshair.position)
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pass # Replace with function body.
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29
godot_ship/script/game/Gameplay/Crosshair.gd
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29
godot_ship/script/game/Gameplay/Crosshair.gd
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extends Sprite
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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var snapped = false #when snapped if true crosshair stops following mouse
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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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func _physics_process(delta):
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if snapped == false:
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position += (get_global_mouse_position() - position)/10
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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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snapped = true
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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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# 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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