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mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2025-02-04 12:28:35 +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

@@ -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