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mirror of https://github.com/JohnBreaux/Boat-Battle.git synced 2024-11-15 13:25:58 +00:00
Boat-Battle/godot_ship/script/game/Gameplay/Fire.gd

53 lines
1.4 KiB
GDScript

extends Control
# Signal to pass the fire location back to parent
signal fire_at
var atlas = preload("res://assets/game/HitMissAtlas.png")
var sprites = []
var hits
# Called when the node enters the scene tree for the first time.
func _ready():
for x in 10:
for y in 10:
texture(Vector2(x,y))
pass # Replace with function body.
func _on_Fire_pressed():
var crosshair = get_node("Crosshair")
# Check if the crosshair is in a valid position
if crosshair.validate_position(crosshair.position):
var crosshair_pos = crosshair.world_to_board_space(crosshair.position)
if(hits[crosshair_pos.x][crosshair_pos.y] == 0):
# fires at position
emit_signal("fire_at", crosshair_pos)
return
#if invalid position popup appears
var dialog = get_node("FireDialog")
dialog.popup_centered()
func _on_FireDialog_confirmed():
get_node("Crosshair").visible = true
const OFFSET = Vector2(18, 18)
func texture(index):
if(hits[index.x][index.y] != 0):
var textureSize = 32
# It's okay to create a new texture every time, as resources are refcounted
var t = AtlasTexture.new()
t.set_atlas(atlas)
t.margin = Rect2(0, 0, 0, 0)
t.region = Rect2(
0 if(hits[index.x][index.y] < 0) else textureSize,
0,
textureSize,
textureSize
)
# Create a new Sprite to house the texture, or use the existing sprite
var sprite = Sprite.new()
sprite.texture = t
sprite.position = Vector2(index.x, index.y) * textureSize + OFFSET
$board_blue.add_child(sprite)