v.0.3, Unnötige Statements rausgenommen lol
parent
3226da488f
commit
efa3f15ba4
13
game.gd
13
game.gd
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@ -3,8 +3,6 @@ extends Node2D
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var current_player: int = 0
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var current_player: int = 0
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var player_states := ["Circle", "Cross"]
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var player_states := ["Circle", "Cross"]
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var won := ""
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var won := ""
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var tile_size : Vector2 = Vector2(32, 32) # Annahme: 32x32 Pixel pro Tile
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var tileset_texture : Texture = preload("res://assets/sprites.png")
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@onready var board := $Board as Board
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@onready var board := $Board as Board
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@ -14,8 +12,6 @@ var tileset_texture : Texture = preload("res://assets/sprites.png")
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@onready var diceSprite = $GUI/DiceSprite as Sprite2D
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@onready var diceSprite = $GUI/DiceSprite as Sprite2D
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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current_player = 0
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current_player = 0
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@ -27,8 +23,6 @@ func _ready():
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board.active = true
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board.active = true
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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func _process(_delta):
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if won == "":
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if won == "":
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@ -49,9 +43,11 @@ func _process(_delta):
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board.active = false
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board.active = false
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func _on_restart_button_pressed():
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func _on_restart_button_pressed():
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_ready()
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_ready()
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var _checks = [
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var _checks = [
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[Vector2i(-1,0), Vector2i(1,0)],
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[Vector2i(-1,0), Vector2i(1,0)],
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[Vector2i(0,-1), Vector2i(0,1)],
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[Vector2i(0,-1), Vector2i(0,1)],
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@ -74,6 +70,7 @@ func _check_win() -> String:
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return state
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return state
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return ""
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return ""
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#Generiert die Zufallszahl von 1-6
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#Generiert die Zufallszahl von 1-6
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func _roll_dice():
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func _roll_dice():
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var zahl = randi() % 6 + 1
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var zahl = randi() % 6 + 1
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@ -81,16 +78,19 @@ func _roll_dice():
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print(zahl) #Debug ausgabe, später löschen lol
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print(zahl) #Debug ausgabe, später löschen lol
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return zahl
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return zahl
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#Funktion um Knop und Methode zu verbinden
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#Funktion um Knop und Methode zu verbinden
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func _on_dice_button_pressed():
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func _on_dice_button_pressed():
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_roll_dice()
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_roll_dice()
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#Sucht sich für die entsprechende Augenzahl
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#Sucht sich für die entsprechende Augenzahl
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#die X und Y-Koordinaten in der Tilemap
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#die X und Y-Koordinaten in der Tilemap
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func _update_dice_sprite(result :int):
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func _update_dice_sprite(result :int):
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diceSprite.region_rect.position.x = _get_dice_pos_x(result)
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diceSprite.region_rect.position.x = _get_dice_pos_x(result)
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diceSprite.region_rect.position.y = _get_dice_pos_y(result)
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diceSprite.region_rect.position.y = _get_dice_pos_y(result)
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#X-Koordinaten der Augenzahlen in der Tilemap
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#X-Koordinaten der Augenzahlen in der Tilemap
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func _get_dice_pos_x(result: int) -> int:
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func _get_dice_pos_x(result: int) -> int:
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match result:
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match result:
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@ -102,6 +102,7 @@ func _get_dice_pos_x(result: int) -> int:
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6: return 208
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6: return 208
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return 8
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return 8
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#Y-Koordinaten in der Tilemap
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#Y-Koordinaten in der Tilemap
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func _get_dice_pos_y(result: int) -> int:
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func _get_dice_pos_y(result: int) -> int:
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match result:
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match result:
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