mirror of
https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-15 13:25:58 +00:00
97 lines
2.8 KiB
GDScript
97 lines
2.8 KiB
GDScript
extends Node2D
|
|
|
|
# Path to Ship class, for instantiating new Ships in code
|
|
onready var Ship = load("res://script/game/Gameplay/Ship.gd")
|
|
|
|
# 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.new(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)
|