1
0
mirror of 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:
hpham474 2021-11-12 07:08:01 -06:00
parent 6e5471cc66
commit c87a1d031c
7 changed files with 132 additions and 2 deletions

View File

@ -0,0 +1,3 @@
source_md5="f6d6cf59e576f46ace6228c7c6fbcd43"
dest_md5="5fbfd5548d2fd8ed92f2a987ce11d3c4"

Binary file not shown.

After

Width:  |  Height:  |  Size: 237 B

View File

@ -0,0 +1,34 @@
[remap]
importer="texture"
type="StreamTexture"
path="res://.import/RedCrosshair.png-ed59a214d85db7c21233257c8daddbef.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/game/RedCrosshair.png"
dest_files=[ "res://.import/RedCrosshair.png-ed59a214d85db7c21233257c8daddbef.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=true
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=true
svg/scale=1.0

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=9 format=2]
[gd_scene load_steps=11 format=2]
[ext_resource path="res://assets/game/board_blue.png" type="Texture" id=1]
[ext_resource path="res://script/title screen/Title-Screen-Background.png" type="Texture" id=2]
@ -8,6 +8,8 @@
[ext_resource path="res://scenes/ships/3ShipB.tscn" type="PackedScene" id=6]
[ext_resource path="res://scenes/ships/3shipA.tscn" type="PackedScene" id=7]
[ext_resource path="res://scenes/ships/4Ship.tscn" type="PackedScene" id=8]
[ext_resource path="res://assets/game/RedCrosshair.png" type="Texture" id=9]
[ext_resource path="res://script/game/Gameplay/Crosshair.gd" type="Script" id=10]
[node name="Game" type="Control"]
anchor_right = 1.0
@ -38,6 +40,11 @@ __meta__ = {
"_edit_lock_": true
}
[node name="Crosshair" type="Sprite" parent="."]
visible = false
texture = ExtResource( 9 )
script = ExtResource( 10 )
[node name="VBoxContainer" type="VBoxContainer" parent="."]
anchor_left = 0.912
anchor_top = 0.932
@ -131,7 +138,19 @@ __meta__ = {
"_edit_use_anchors_": false
}
[node name="Fire" type="Button" parent="."]
visible = false
margin_left = 443.545
margin_top = 264.473
margin_right = 528.545
margin_bottom = 318.473
text = "FIRE"
__meta__ = {
"_edit_use_anchors_": false
}
[connection signal="pressed" from="VBoxContainer/Forfeit" to="." method="_on_Forfeit_pressed"]
[connection signal="about_to_show" from="ConfirmationDialog" to="." method="_on_ConfirmationDialog_about_to_show"]
[connection signal="pressed" from="Confirm Placement" to="." method="_on_Confirm_Placement_pressed"]
[connection signal="pressed" from="Clear" to="." method="_on_Clear_pressed"]
[connection signal="pressed" from="Fire" to="." method="_on_Fire_pressed"]

View File

@ -1,7 +1,12 @@
extends Control
onready var Ships = ["2Ship", "3ShipA", "3ShipB", "4Ship", "5Ship"]
onready var Crosshair
class Location:
var Coor: Vector2
var Length: int
var Orientation: bool #vertical is true, (Trueship = vertical) (Falseship = horizontal)
# Called when the node enters the scene tree for the first time.
func _ready():
@ -25,10 +30,50 @@ func _on_Confirm_Placement_pressed():
print ("Placement: ", valid)
if valid == false:
get_node("AcceptDialog").popup()
else:
#Saves the location of ships and length of ship into an array
var shipLocation = []
for ship in Ships:
var location = Location.new()
location.Coor = get_node(ship).position
location.Length = get_node(ship).get("ship_length")
location.Orientation = get_node(ship).get("vertical")
shipLocation.append(location)
#print out the array for testing
for x in shipLocation:
print("Ship Length: ", x.Length, ", Ship Orientation: ", x.Orientation, "Ship Coor: ", x.Coor)
#Hides the ship placement UI
var confirmButton = get_node("Confirm Placement")
var clearButton = get_node("Clear")
var ship1 = get_node("2Ship")
var ship2 = get_node("3ShipA")
var ship3 = get_node("3ShipB")
var ship4 = get_node("4Ship")
var ship5 = get_node("5Ship")
confirmButton.visible = false
clearButton.visible = false
ship1.visible = false
ship2.visible = false
ship3.visible = false
ship4.visible = false
ship5.visible = false
#Changes to firing mode, makes the fireing mode UI visible (The location of this can be changed later. This position is for testing)
var crosshair = get_node("Crosshair")
var fireButton = get_node("Fire")
crosshair.visible = true
fireButton.visible = true
return valid # Replace with function body.
func _on_Clear_pressed():
for ship in Ships:
get_node(ship).clear()
pass # Replace with function body.
func _on_Fire_pressed():
var crosshair = get_node("Crosshair")
print("Fire at position: ", crosshair.position)
pass # Replace with function body.

View File

@ -0,0 +1,29 @@
extends Sprite
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
var snapped = false #when snapped if true crosshair stops following mouse
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
func _physics_process(delta):
if snapped == false:
position += (get_global_mouse_position() - position)/10
func _input(event):
#Check if left click is being clicked and the sprite is visible (i.e only checks for inputs after ship positions are confirmed)
if event is InputEventMouseButton and event.button_index == BUTTON_LEFT and visible == true:
#Locks the position of the crosshair with left click
snapped = true
if event is InputEventMouseButton and event.button_index == BUTTON_RIGHT and visible == true:
#Unlocks the position of the crosshair with right click
snapped = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass