extends Node class ShipData: var Coor: Vector2 var Length: int var Orientation: bool #vertical is true, (Trueship = vertical) (Falseship = horizontal) # Preloaded assets, to be used later # TODO: Move Setup into the Player. It's just here, for now, so that it can be tested and the game doesn't appear broken onready var Setup = preload("res://scenes/Game/Setup.tscn") # TODO: Move Fire into the Player. See above. onready var Fire = preload("res://scenes/Game/Fire.tscn") # Path to Player class, for instantiating new Players in code onready var Player = preload("res://scenes/Game/Player.tscn") onready var Victory = preload("res://scenes/Game/Victory.tscn") # Array of instances of the Player class; stores the Players var players # = player1, player2, ... # turn counter var turn = 0 # Variable transporting hit state between players var hit = false # Variable tracking whether a game is multiplayer (so that the correct Player type can be spawned) # TODO: Multiplayer var is_multiplayer = false # Called when the node enters the scene tree for the first time. func _ready(): # TODO: Move Setup into the Player. var setup = Setup.instance() setup.connect("game_ready", self, "game_setup") add_child(setup) # TODO: Move Setup into the Player. func game_setup(_ships): print_debug("Congrats! Setup complete.") # TODO: Move Fire into the Player. add_child(Fire.instance()) # Member functions: # game_start: starts the game func game_start(): pass # victory_screen: display the victory screen func victory_screen(): # TODO: Create the victory screen, fill it with knowledge pass # display_turn(): display which turn it is on the screen func display_turn(): # TODO: Update the turn display, if there is one? pass func _on_Forfeit_pressed(): AudioBus.emit_signal("button_clicked") end() func end(): queue_free() func _on_Button_button_down(): AudioBus.emit_signal("button_clicked") var victory = Victory.instance() add_child(victory) victory.connect("exit_main", self, "end")