mirror of
https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 05:25:57 +00:00
06b8711a08
* Create game classes * Pushing what I've done of the game logic. * Commented my code Deals with ship placement on board and ship rotation on board * Comment game logic code, and edit for style. * Added Clear board button and Confirm Placement button * Fix up some stuff * Pass * I accidentally the buttons + Fix some hitbox mistakes. * Improve hitbox leniency, and don't allow ships to rotate into each other. * Fixed Dialog Box that pops up for Confirm Placement * Update Gameplay.tscn * 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. * Crosshair now snaps into place * Created Sprites for 2Ship and 3ShipA * Created Sprite for Ship3B * Created Sprite for Ship4 * Created Sprite for Ship5 * Created Sprite for "Hit" * Created Sprites for Ship2 Destroyed and Ship3A Destroyed * Created Sprite for Ship3B Destroyed * Created Sprite for Ship4 Destroyed * Created Sprite for Ship5 Destroyed * Created Sprite for "Miss" * Fixed blurry pixel art Changed texture rendering * Added temporary title screen text * Major restructuring to better support object-oriented design of the main game logic and UI. This was necessary, I swear. * Accidentally offset the Setup menu by a handful of pixels. Whoops. * Setup: remove unused signal * Comment on which parts of Game are only there for testing purposes. * Fixed up the Title Screen text imported font * Fixed Crosshair pixel rendering * Consolidate backgrounds * Added more SFX sounds * Created Sprite for Light Mode * Fix null deref when entering singleplayer after exiting multiplayer * Hien's work * Revert "Hien's work" This reverts commitf099ed6c80
. * Stuff * Make git happy by pushing gdengine imports * Put Background in main * Removed option background * Added Confirmation Dialog for Forfeit * Revert "Merge branch 'game-logic' of https://github.com/StatewideInk/Group12 into game-logic" This reverts commit104ffaab0a
, reversing changes made to63dec75688
. * Fix title screen never going (whoops * Oops I made the background invisible * removed option background again * Added dark/light mode functionality * Added signal for audio SFX * Load the theme on startup * Added Confirmation dialog for Forfeit * Fixed Texture Rendering for Light Mode Background * Sounds no longer scale linearly * Remove unused resourse main.tres * Added victory screen Added a victory screen. Since there is no current way to win, there is a 'win' button added to the top left of the game screen. Once clicked, victory text will appear and the player will be given the option to return to the main menu. * restart button is invisible Co-authored-by: John Breaux <JohnBreaux@my.unt.edu> Co-authored-by: JohnBreaux <89870642+JohnBreaux@users.noreply.github.com> Co-authored-by: hpham474 <HienPham@my.unt.edu> Co-authored-by: Chance Atkinson <chancewatkinson@gmail.com>
109 lines
3.4 KiB
GDScript
109 lines
3.4 KiB
GDScript
extends Control
|
|
|
|
# Scenes
|
|
onready var Title_Screen = preload("res://scenes/Title Screen.tscn")
|
|
onready var Game = preload("res://scenes/Game/Game.tscn" )
|
|
onready var Options = preload("res://scenes/Options.tscn" )
|
|
onready var Debug_Menu = preload("res://scenes/Debug Menu.tscn" )
|
|
|
|
# Themes
|
|
var lightmode = preload("res://assets/backgrounds/Background_Light.png");
|
|
var darkmode = preload("res://assets/backgrounds/Background_Dark.png");
|
|
|
|
#flags
|
|
var power_saving = true
|
|
var debug_enabled = true
|
|
var start_fullscreen = false
|
|
|
|
# Called when the node enters the scene tree for the first time.
|
|
func _ready():
|
|
# Connect to signals
|
|
var _errno = 0;
|
|
_errno += MessageBus.connect("start_tcsn" , self, "_on_scene_start_by_name")
|
|
_errno += MessageBus.connect("change_scene" , self, "_on_scene_start" )
|
|
_errno += MessageBus.connect("kill_scene" , self, "_on_scene_kill" )
|
|
_errno += MessageBus.connect("list_scenes" , self, "_on_scene_list" )
|
|
_errno += MessageBus.connect("quit" , self, "_on_quit_request" )
|
|
_errno += MessageBus.connect("return_to_title", self, "_on_title_request" )
|
|
_errno += OptionsController.connect("change_theme", self, "_on_change_theme" )
|
|
# Set the theme based on the config file
|
|
_on_change_theme(OptionsController.get_theme())
|
|
# go fullscreen
|
|
OS.low_processor_usage_mode = power_saving
|
|
OS.low_processor_usage_mode_sleep_usec = 6800
|
|
OS.window_fullscreen = start_fullscreen
|
|
if debug_enabled:
|
|
add_child(Debug_Menu.instance())
|
|
|
|
# Process global keybinds
|
|
func _input(event):
|
|
if event.is_action_pressed("ui_fullscreen"):
|
|
# toggle_fullscreen
|
|
OS.window_fullscreen = !OS.window_fullscreen
|
|
|
|
|
|
# Ensure the scene doesn't become empty
|
|
func _process(_delta):
|
|
# Make sure there's something running
|
|
# Background counts as one child
|
|
# Debug counts as one child
|
|
if get_child_count() < 2 + int(debug_enabled):
|
|
MessageBus.emit_signal("change_scene", "Title")
|
|
pass
|
|
|
|
# Creates a new instance of each menu scene
|
|
func _on_scene_start(scene):
|
|
var instance
|
|
#print ("_on_scene_start(",scene,")")
|
|
match scene:
|
|
"Singleplayer":
|
|
instance = Game.instance()
|
|
add_child (instance)
|
|
return true
|
|
"Multiplayer":
|
|
instance = Game.instance()
|
|
instance.is_multiplayer = true
|
|
add_child (instance)
|
|
return true
|
|
"Options":
|
|
instance = Options.instance()
|
|
add_child (instance)
|
|
return true
|
|
"Title":
|
|
instance = Title_Screen.instance()
|
|
add_child (instance)
|
|
return true
|
|
|
|
func _on_scene_start_by_name(scene):
|
|
var pack = load("res://scenes/" + scene + ".tscn");
|
|
add_child(pack.instance());
|
|
|
|
# Kills all child nodes with name matching `scene`
|
|
func _on_scene_kill(scene):
|
|
var node = find_node(scene, false, false)
|
|
if node :
|
|
node.queue_free()
|
|
MessageBus.emit_signal("print_console", String(node.name) + " killed.\n".c_unescape())
|
|
|
|
func _on_scene_list():
|
|
var children = get_children()
|
|
var names = []
|
|
for i in range (children.size()):
|
|
names.append(children[i].name)
|
|
MessageBus.emit_signal("print_console", String(names) + "\n".c_unescape())
|
|
|
|
|
|
# Quits
|
|
func _on_quit_request():
|
|
get_tree().quit()
|
|
|
|
# Kills the current tree and replaces it with a new one
|
|
func _on_title_request():
|
|
return get_tree().change_scene("res://scenes/Main.tscn")
|
|
|
|
func _on_change_theme(theme):
|
|
if theme == "light":
|
|
get_node("Background").set_texture(lightmode)
|
|
elif theme == "dark":
|
|
get_node("Background").set_texture(darkmode)
|