extends Node2D # Path to Ship class, for instantiating new Ships in code var Ship = preload("res://scenes/Game/Ship.tscn") # Consts and enums const NO_SHIP = -1 enum {MISS = -1, READY = 0, HIT = 1, SUNK = 2} var bottom_board:Array # Player board var top_board:Array # Opponent board var ships = [] # list of Ships var ship_count = 0 # number of 'active' (un-sunk) ships # a board is square. This is its side length var board_len = 10 # The top board must be marked by textures. This is where they are stored: var sprites = [] # Here are where the hit/miss textures are loaded, so that they may be used: var hit_texture = preload("res://assets/game/Hit.png") var miss_texture = preload("res://assets/game/Miss.png") # TODO: What state? func get_state(): pass # Evaluate being hit by an opponent # pos: board position opponent fired at func hit(pos): var res = MISS # Get the ship-metadata for that location var ship = bottom_board[pos.x][pos.y] # If there's a ship there, which exists, and hasn't been hit, if ship and ship[0] > NO_SHIP and ship[1] == READY: # Hit the ship, and store whether HIT or SUNK res = ships[ship[0]].hit(pos) # TODO: display KABOOM # Update the ship ships[ship[0]].update() # Mark the ship as hit ship[1] = HIT else: # Mark that position as a miss, with no ship bottom_board[pos.x][pos.y] = [NO_SHIP, MISS] # If ship sunk, if res == SUNK: # remove it from the count ship_count -= 1 return res # fire: Store the results of firing on an opponent # pos: board position fired on # res: result of firing on the opponent func fire(pos, res): if top_board[pos.x][pos.y] == null: top_board[pos.x][pos.y] = res return true return false # Place a ship on the board at board-space coordinates func place_ship(in_position, in_size, in_orientation, in_variant = 0): var ship = Ship.instance() ship._init(in_position, in_size, in_orientation, in_variant) for pos in ship.get_extent(): bottom_board[pos.x][pos.y] = [ships.size(), READY] ships.append(ship) ship_count += 1 add_child(ship) # Not sure why this is necessary yet func get_bottom_board(): return bottom_board # Get the number of live ships func get_ship_count(): return ship_count # _init: Constructor func _init(): # Initialize the bottom_board to a 10x10 array for _row in range(board_len): bottom_board.append([]) for column in bottom_board: column.resize(10) # Initialize the top_board to a 10x10 array for _row in range(board_len): top_board.append([]) for column in top_board: column.resize(board_len) # worldspace_to_boardspace: convert a Vector2 in world-space to board-space func worldspace_to_boardspace(coordinate:Vector2): # subtract 36 to get the position relative to (0,0) on the board, and integer divide by 32 return Vector2(int(coordinate.x - 36) >> 5, int(coordinate.y-36) >> 5)