Commit cae491b4 authored by joseph.dive's avatar joseph.dive

take2

parent 1710e729
/Main.class
/Sea.class
/Ships.class
...@@ -47,8 +47,66 @@ public class Main extends Application{ ...@@ -47,8 +47,66 @@ public class Main extends Application{
launch(); // starts the game launch(); // starts the game
} }
/* @param vertical true if ship is vertical, false if horizontal
* @param length length of the ship
* @param board board to work on
* @param startX start x coordinate of ship
* @param startY start y coordinate of ship
* @return true if it's ok to place this ship, false if not
*/
private boolean canPlace(boolean vertical, int length, int[][] board, int startX, int startY)
{
boolean withinBounds = false; // flags for two parts of method
boolean spaceEmpty = true;
boolean passed = false; // flag to return
if (vertical == true)
{
if (startY + length <= 10) // checks if extending length vertically would push out of bounds (over 10)
{
withinBounds = true;
}
}
else
{
if (startX + length <= 10) // checks if extending length horizontally would push out of bounds
{
withinBounds = true;
}
}
if (withinBounds == true) // part 2 of checking
{
for (int l = 0; l < length; l++) // loops through each space potential ship will occupy
{
if (vertical == true)
{
if (board[startX][startY+l] != 0) //checks if space is non 0, ie already filled (by existing ship)
{
spaceEmpty = false;
}
}
else
{
if (board[startX + l][startY] != 0) //checks if space is non 0, ie already filled (by existing ship)
{
spaceEmpty = false;
}
}
}
}
if (withinBounds == true && spaceEmpty == true) // passes if both tests are true
{
passed = true;
}
return passed;
}
@Override @Override
public void start(Stage game) throws Exception { // begins immidiately public void start(Stage game) throws Exception // begins immediately
{
game.setTitle("Battleships"); game.setTitle("Battleships");
game.setScene(new Scene(runGame(10), 1536, 864)); // creates the window, 10 being grid size, 1536x864 being a standard scaled down resolution game.setScene(new Scene(runGame(10), 1536, 864)); // creates the window, 10 being grid size, 1536x864 being a standard scaled down resolution
game.show(); game.show();
...@@ -62,12 +120,12 @@ public class Main extends Application{ ...@@ -62,12 +120,12 @@ public class Main extends Application{
{ {
for (int j = 0; j < gSize; j++) for (int j = 0; j < gSize; j++)
{ {
Sea thisSea = new Sea(); // thisSea will be used to refer to induvidual tiles Sea thisSea = new Sea(); // thisSea will be used to refer to individual tiles
thisSea.setX((50*i)+50); // draws the sea tiles thisSea.setX((50*i)+50); // draws the sea tiles
thisSea.setY((50*j)+50); thisSea.setY((50*j)+50);
thisSea.x = i; thisSea.x = i;
thisSea.y = j; thisSea.y = j;
thisSea.setWidth(45); // sets propeties of sea thisSea.setWidth(45); // sets properties of sea
thisSea.setHeight(45); thisSea.setHeight(45);
thisSea.setCursor(Cursor.HAND); // cursor will be a hand when hovered to show that its clickable thisSea.setCursor(Cursor.HAND); // cursor will be a hand when hovered to show that its clickable
thisSea.setFill(Color.DARKBLUE); thisSea.setFill(Color.DARKBLUE);
...@@ -101,45 +159,14 @@ public class Main extends Application{ ...@@ -101,45 +159,14 @@ public class Main extends Application{
boatHPPlayer[shipsPlaced+1] = 2; boatHPPlayer[shipsPlaced+1] = 2;
} }
Boolean potentialLegalSpace = false; // sets variables for validation
Boolean legalSpace = false;
int legalSpaceCount = 0;
currentX = thisSea.x; // converts thisSea coordinates to variables for easier use (resets with every click) currentX = thisSea.x; // converts thisSea coordinates to variables for easier use (resets with every click)
currentY = thisSea.y; currentY = thisSea.y;
if (!event.isShiftDown() && thisSea.x + length <=10) // shift being held triggers code to place a ship vertically // vertical/horizontal
{ // line above adds the length to the start of the ship (where the user clicked) and tests to see if it's out of bounds // length of ship to place
potentialLegalSpace = true; // board to work with
} // x/y of where new ship starts
else if (event.isShiftDown() && thisSea.y + length <=10) // this tests for vertical ships boolean legalSpace = canPlace(event.isShiftDown(), length, board, thisSea.x, thisSea.y);
{
potentialLegalSpace = true;
}
if (potentialLegalSpace == true) // validates spaces that do not immidiately lead out of bounds
{
for (int k = 0; k < length; k++)
{
if(!event.isShiftDown())
{
if (board[thisSea.x+k][thisSea.y] == 0) // for horizontal ships
{ // loops through all spaces where this ship is being placed to check they're empty
legalSpaceCount++;
}
}
else {
if (board[thisSea.x][thisSea.y+k] == 0) // for vertical ships
{
legalSpaceCount++;
}
}
}
}
if (legalSpaceCount == length) // triggers if every sea tile checked is legal
{
legalSpace = true; // guaranteed indicator
}
if (legalSpace == true) if (legalSpace == true)
{ {
...@@ -148,8 +175,8 @@ public class Main extends Application{ ...@@ -148,8 +175,8 @@ public class Main extends Application{
if (!event.isShiftDown()) // creates horizontal ships if (!event.isShiftDown()) // creates horizontal ships
{ {
thisSea.setWidth((50*length)-5); // sets up tiles accordingly thisSea.setWidth((50 * length)-5); // sets up tiles accordingly
thisSea.setHeight(45); thisSea.setHeight(45);
for (int k = 0; k < length; k++) { for (int k = 0; k < length; k++) {
board[thisSea.x+k][thisSea.y] = shipsPlaced+1; board[thisSea.x+k][thisSea.y] = shipsPlaced+1;
} }
...@@ -194,7 +221,7 @@ public class Main extends Application{ ...@@ -194,7 +221,7 @@ public class Main extends Application{
thisSeaCom.setWidth(45); thisSeaCom.setWidth(45);
thisSeaCom.setHeight(45); thisSeaCom.setHeight(45);
thisSeaCom.setCursor(Cursor.HAND); thisSeaCom.setCursor(Cursor.HAND);
thisSeaCom.setFill(Color.GREY); // differect colour to allied, otherwise the same creation thisSeaCom.setFill(Color.GREY); // different colour to allied, otherwise the same creation
thisSeaCom.setOnMouseClicked(event->{ // when the user shoots at a com ship thisSeaCom.setOnMouseClicked(event->{ // when the user shoots at a com ship
...@@ -271,10 +298,7 @@ public class Main extends Application{ ...@@ -271,10 +298,7 @@ public class Main extends Application{
Random rng = new Random(); // sets up rng Random rng = new Random(); // sets up rng
int x = rng.nextInt(10); // generates random coordinates int x = rng.nextInt(10); // generates random coordinates
int y = rng.nextInt(10); int y = rng.nextInt(10);
Boolean cpuHorizontal = rng.nextBoolean(); // randomly desides if current ship being placed is vertical or horizontal Boolean cpuHorizontal = rng.nextBoolean(); // randomly decides if current ship being placed is vertical or horizontal
Boolean potentialLegalSpace = false;
Boolean legalSpace = false;
int legalSpaceCount = 0;
if (carriersCom > 0) // variant of code above, checks each ship type and places accordingly if (carriersCom > 0) // variant of code above, checks each ship type and places accordingly
{ {
...@@ -302,38 +326,7 @@ public class Main extends Application{ ...@@ -302,38 +326,7 @@ public class Main extends Application{
boatHPCom[shipsPlacedCom+1] = 2; boatHPCom[shipsPlacedCom+1] = 2;
} }
if (cpuHorizontal == true && x + lengthCPU <= 10) // legal space validation is the same with the computers variables boolean legalSpace = canPlace(!cpuHorizontal, lengthCPU, cpuBoard, x, y);
{
potentialLegalSpace = true;
}
else if (cpuHorizontal == false && y + lengthCPU <= 10) // checks are the same as above swapping out the user input isShiftDown for a variable to determine the same
{
potentialLegalSpace = true;
}
if (potentialLegalSpace == true)
{
for (int k = 0; k < lengthCPU; k++)
{
if (cpuHorizontal == true)
{
if (cpuBoard[x+k][y] == 0)
{
legalSpaceCount++;
}
}
else
{
if (cpuBoard[x][y+k] == 0)
{
legalSpaceCount++;
}
}
}
if (legalSpaceCount == lengthCPU)
{
legalSpace = true;
}
//validation complete, last thing is to create the coms ships //validation complete, last thing is to create the coms ships
if (legalSpace == true) if (legalSpace == true)
...@@ -352,7 +345,9 @@ public class Main extends Application{ ...@@ -352,7 +345,9 @@ public class Main extends Application{
} }
} }
}
return group; return group;
......
import javafx.scene.shape.Rectangle; import javafx.scene.shape.Rectangle;
public class Sea extends Rectangle{ public class Sea extends Rectangle
{
int x; // Each sea tile has 2 main propeties, x and y placements int x; // Each sea tile has 2 main propeties, x and y placements
int y; // Other propeties will be determined in main using javafx int y; // Other propeties will be determined in main using javafx
......
public class Ships extends Main{
public int shipType; // Set up variables
public int shipHp;
public boolean shipIsVertical = true; // True for vertical, false for horizontal
// SHIP TYPES
// 1 does not exist
// 2 = Patrol boat, size 2
// 3 = Destroyer, size 3
// 4 = Battleship, size 4
// 5 = Aircraft carrier, size 5
//boolean shipIsVertical = true;
public Ships(int shipType, boolean shipIsVertical)
{
this.shipType = shipType; // Sets unique variable for each ship
this.shipIsVertical = shipIsVertical;
shipHp = shipType; // Hp based on type
}
public void shipIsHit()
{
int shipHp = shipType;
shipHp = shipHp - 1;
}
public boolean shipIsNotSunk() // Changed from shipSunk
{
return shipHp >= 0; // Fires if ship Hp reaches 0 (or below somehow)
}
}
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