Commit 0fab2dc8 authored by patrick.gustard-sm's avatar patrick.gustard-sm

Update Main.java

parent a28fb59d
package battleship; package battleship;
import java.util.Random; import java.util.Random;
import javafx.application.Application; import javafx.application.Application;
import javafx.geometry.Pos; import javafx.geometry.Pos;
import javafx.scene.Parent; import javafx.scene.Parent;
import javafx.scene.Scene; import javafx.scene.Scene;
import javafx.scene.input.MouseButton; import javafx.scene.input.MouseButton;
import javafx.scene.layout.BorderPane; import javafx.scene.layout.BorderPane;
import javafx.scene.layout.VBox; import javafx.scene.layout.VBox;
import javafx.stage.Stage; import javafx.stage.Stage;
public class Main extends Application { public class Main extends Application {
public static int boardsize = 10; //board size, locks the size to always being a square, if the number is changed will always be square
public static boolean vertical = false; public static int boardsize = 10;
static Random random = new Random (); //board size, locks the size to always being a square, if the number is changed will always be square
public static boolean setup = false;
static int[] ships = new int[]{5,4,4,3,3,2,2,2}; //Array with all the ship lengths public static boolean vertical = false;
static int shipnum = 0;
static int xInteger; static Random random = new Random ();
static int yInteger;
static int HealthPlayer = 25; // Sets the health for both enemy and player, this is the total squares for all ships public static boolean setup = true;
static int HealthEnemy = 25;
static Board BoardPlayer = new Board(boardsize, event -> { static int[] ships = new int[]{5,4,4,3,3,2,2,2}; //Array with all the ship lengths
Board.Cell cell = (Board.Cell) event.getSource();
xInteger = cell.xAxis; static int shipnum = 0;
yInteger = cell.yAxis;
if (event.getButton() == MouseButton.PRIMARY) { static int enemyshipnum = 0;
vertical = true;
} static int xInteger;
if (setup && !Board.obstructed(vertical, boardsize, xInteger, yInteger)) { static int yInteger;
Board.place(boardsize, vertical, xInteger, yInteger);
static int HealthPlayer = 25; // Sets the health for both enemy and player, this is the total squares for all ships
static int HealthEnemy = 25;
static Board BoardPlayer;
static Board BoardEnemy;
public static void main(String[] args) {
launch(args);
}
@Override
public void start(Stage stage) throws Exception {
BoardPlayer = new Board(boardsize, event -> {
Board.Cell cell = (Board.Cell) event.getSource();
/* grid coordinates of click */
xInteger = cell.xAxis;
yInteger = cell.yAxis;
if (event.getButton() == MouseButton.PRIMARY) {
vertical = true;
}
if (setup && !BoardPlayer.obstructed(vertical, ships[shipnum], xInteger, yInteger)) {
System.out.println("placing");
BoardPlayer.place(ships[shipnum], vertical, xInteger, yInteger);
shipnum ++; shipnum ++;
}
});
static Board BoardEnemy = new Board(boardsize, event -> {
Board.Cell cell = (Board.Cell) event.getSource(); // to-do: set setup to false when shipnum is too big? (i.e. when it's 8)
if (!cell.shoot && !setup) { //Ignores if the selected cell has already been shot at }
cell.shoot();
} else { if (shipnum == 8) {
return;
} startGame();
}); }
});
@Override
public void start(Stage stage) throws Exception { BoardEnemy = new Board(boardsize, event -> {
Scene gameWindow = new Scene(build()); //builds the scene, so sets everything up in the window
stage.setTitle("Battleship"); Board.Cell cell = (Board.Cell) event.getSource();
stage.setScene(gameWindow);
stage.show();
} if (!cell.shoot && !setup) {
public Parent build() { //Ignores if the selected cell has already been shot at
BorderPane workspace = new BorderPane();
cell.shoot();
} else {
VBox leftPane = new VBox( BoardPlayer); //Sets where I want each of the boards, in this case next to each other
VBox rightPane = new VBox( BoardEnemy); return;
leftPane.setAlignment(Pos.CENTER_LEFT);
rightPane.setAlignment(Pos.CENTER_LEFT); }
return workspace;
}
});
public static void enemySetup() {
shipnum=0;
} Scene gameWindow = new Scene(build());
public static void enemyPlace() { //builds the scene, so sets everything up in the window
int ComputerX = random.nextInt(boardsize); //Generates a random location on the board
int ComputerY = random.nextInt(boardsize); stage.setTitle("Battleship");
boolean aiVert = random.nextBoolean();
if (setup && !Board.obstructed(vertical, boardsize, xInteger, yInteger)) { stage.setScene(gameWindow);
if (!Board.obstructed(aiVert, ComputerX, ComputerY, ComputerY)) { //prevents placement in obstructed areas
Board.place(ComputerY, aiVert, ComputerX, ComputerY); //Places the ships from the board stage.show();
}
} }
}
public static void startGame(){ public Parent build() {
setup = false;
enemySetup(); BorderPane workspace = new BorderPane();
}
}
VBox leftPane = new VBox( BoardPlayer); //Sets where I want each of the boards, in this case next to each other
VBox rightPane = new VBox( BoardEnemy);
workspace.setLeft(leftPane);
workspace.setRight(rightPane);
leftPane.setAlignment(Pos.CENTER_LEFT);
rightPane.setAlignment(Pos.CENTER_LEFT);
return workspace;
}
public static void enemySetup() {
enemyshipnum=0;
}
public static void enemyPlace() {
int ComputerX = random.nextInt(boardsize);
//Generates a random location on the board
int ComputerY = random.nextInt(boardsize);
boolean aiVert = random.nextBoolean();
System.out.println("maybe placing enemy ship at " + ComputerX + " " + ComputerY);
System.out.println("obstructed is " + BoardEnemy.obstructed(vertical, boardsize, xInteger, yInteger));
if (setup && !BoardEnemy.obstructed(vertical, ships[enemyshipnum], xInteger, yInteger)) {
if (!BoardEnemy.obstructed(aiVert, ComputerX, ComputerY, ComputerY)) {
//prevents placement in obstructed areas
BoardEnemy.place(ComputerY, aiVert, ComputerX, ComputerY);
//Places the ships from the board
//For Loop to repeat cycle, and something to cancel cycle when it reaches 8
for (;enemyshipnum < 7; enemyshipnum++);
}
}
}
public static void startGame(){
enemySetup();
enemyPlace();
setup = false;
}
}
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