extends Control # This is the rendered element of a "ship", generated when the game transitions from the placing state to the gameplay state # Enum denoting the orientation (X is 0, Y is 1) enum Orientation {X = 0, Y = 1} # Size of ship in board units var size # Coordinates of ship's center. Ship extends [-(size-1 >> 1), (size/2 >> 1)] var boardposition # Variable storing whether the ship is sunk, for rendering purposes var sunk = false # Orientation of the ship (see enum Orientation) var orientation = Orientation.Y # array of spots thats been hit var hit = [] # Ship sprite metadata # sprite: the texture atlas containing all ship parts var atlas # = TODO: figure out how to use one sprite for multiple textures # variant: for ship 3. A is 0, B is 1 var variant = 0 # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # member functions: # getSize: get the size of the ship, in board-units (2 for 2-ship, 3 for 3-ship, ...) func getSize(): return size # getPosition: get the position of the ship's center, in board units func getPosition(): return boardposition # getOrientation: get the orientation of the ship (see enum Orientation) func getOrientation(): return orientation # getSunk: get whether the ship is sunk func getSunk(): return sunk # returns an array of the positions that the ship occupies func getExtent(): var extent = [] #vertical orientation if orientation == 1: for i in size: var pos 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 pos.x = boardposition.x - ((size - 1) / 2) + i pos.y = boardposition.y extent.append(pos) print(extent) return extent # generates a texture at the spot (index should start at 0) func texture(index): var state = 0 # floating if(hit[index]): state = 1 # sunk var textureSize = 32 var t = AtlasTexture.new() t.atlas = load("res://assets/game/TextureAtlas.png") t.region ( (size * textureSize) * variant + (32 * index), (size - 2) * textureSize * 2 + (32 * state), textureSize, textureSize ) pass # setSunk: sink the ship func setSunk(): sunk = true # _init: called on object initialization. Accepts args if called via .new(...) # in_position: position of the ship, in board-coordinates; (0,0) by default # in_size: size of the ship, in board-units; 2 by default # in_orientation: orientation of the ship (see enum Orientation); vertical by default func _init(in_position = Vector2(0,0), in_size = 2, in_orientation = Orientation.Y): boardposition = in_position size = in_size orientation = in_orientation