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Refactor ship extents logic

This commit is contained in:
John 2021-11-14 07:14:35 -06:00
parent ecbf14c998
commit dae4c56a2b

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@ -46,27 +46,14 @@ func getSunk():
# returns an array of the positions that the ship occupies # returns an array of the positions that the ship occupies
func getExtent(): func getExtent():
var extent = [] var extent = []
# Find each tile of the ship
for i in size: for i in size:
var x = boardposition.x - int(!orientation) * ((size - 1) / 2) + int(!orientation) * i # Calculate the x axis position
var y = boardposition.y - orientation * ((size - 1) / 2) + orientation * i var x = boardposition.x - (1 - orientation) * ( (size - 1) / 2 - i )
print(Vector2(x,y)) # Calculate the y axis position
var y = boardposition.y - orientation * ( (size - 1) / 2 - i )
#vertical orientation # Append the point onto the array
if orientation == 1: extent.push_back(Vector2(x,y))
for i in size:
var pos = Vector2(0,0)
pos.x = boardposition.x
pos.y = boardposition.y - ((size - 1) / 2) + i
extent.append(pos)
#horizontal orientation
if orientation == 0:
for i in size:
var pos = Vector2(0,0)
pos.x = boardposition.x - ((size - 1) / 2) + i
pos.y = boardposition.y
extent.append(pos)
print(extent)
return extent return extent
# generates a texture at the spot (index should start at 0) # generates a texture at the spot (index should start at 0)