diff --git a/Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.tscn b/Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.tscn index 73da74a..15b38bb 100644 --- a/Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.tscn +++ b/Phase2/Godot ===(Game Code)===/DiceRoller/DiceRoller.tscn @@ -7,6 +7,7 @@ anchor_right = 1.0 anchor_bottom = 1.0 script = ExtResource( 1 ) +desiredDice = [ 20, 7, 10 ] [node name="ColorRect" type="ColorRect" parent="."] anchor_right = 1.0 diff --git a/Phase2/Godot ===(Game Code)===/DiceRoller/Die.gd b/Phase2/Godot ===(Game Code)===/DiceRoller/Die.gd index 2f7be5b..3ddab3d 100644 --- a/Phase2/Godot ===(Game Code)===/DiceRoller/Die.gd +++ b/Phase2/Godot ===(Game Code)===/DiceRoller/Die.gd @@ -4,15 +4,8 @@ extends Button class_name Die -#array of valid number of faces -var dieTypes = [4, 6, 8, 10, 12, 20] - #value of selected die type var numFaces: int - -#bool will be used to check if a valid die type was chosen -var validNumFaces = false - #Class constructor func _init(value): numFaces = value @@ -21,18 +14,8 @@ func _init(value): func rollDie(): randomize() - #check if selected die type exists in dieTypes array - for value in dieTypes: - if value == numFaces: - validNumFaces = true - - #if the selected die type exists, we can roll an integer value based on the number of sides. - if validNumFaces: - var rolledNum - rolledNum = randi() % numFaces + 1 - return rolledNum - else: - print("You do not have a valid number of sides on the die!") - return + var rolledNum + rolledNum = randi() % numFaces + 1 + return rolledNum diff --git a/Phase2/Godot ===(Game Code)===/DiceRoller/DieManager.gd b/Phase2/Godot ===(Game Code)===/DiceRoller/DieManager.gd index 8f34f01..d7bc50d 100644 --- a/Phase2/Godot ===(Game Code)===/DiceRoller/DieManager.gd +++ b/Phase2/Godot ===(Game Code)===/DiceRoller/DieManager.gd @@ -5,6 +5,14 @@ extends Control export var desiredDice = [20, 8] +var validDieTypes = [4, 6, 8, 10, 12, 20] + + +#boolean for if a percentageroll is taking place +#we need a boolean for this because the way a percentage roll is calculated +#with two D10s is different than if one were using other dice +var isPercentageRoll = false + #diceUsed holds the dice objects that are rolled var diceUsed = [] @@ -29,7 +37,15 @@ var degreeOfSuccess #Load the diceInPlay array func _ready(): for elem in desiredDice: - diceInPlay.append(Die.new(elem)) + if elem in validDieTypes: + diceInPlay.append(Die.new(elem)) + + #conditional to check if two D10s are being used + #if so, we know that a percentage roll is taking place + if len(desiredDice) == 2 && desiredDice[0] == 10 && desiredDice[1] == 10: + isPercentageRoll = true + + #This is the function that returns the percentage of a rolled die (rolled val / total sides) #The UML showed that this function only had one parameter, "inputedDie," so I assumed that @@ -37,12 +53,23 @@ func _ready(): #As a result, I would get the total sides by ensuring that the inputedDie corresponds to the die at index 0 #of the diceInPlay array. func returnDiePercentage(inputedDie): + var totalSides = diceInPlay[0].numFaces #ensuring we don't lose the die objects in memory by storing them in another array diceUsed.append(diceInPlay[0]) diceInPlay.remove(0) - + + #Checks if a percentageroll is being done + if isPercentageRoll: + + #This conditional is used to detemrine if the rolled value is + #for the tens or ones digit + if (len(diceUsed) == 1): + return float(inputedDie % 10) / 10.0 + else: + return float(inputedDie % 10) / 100.0 + var result = float(inputedDie) / float(totalSides) return result @@ -102,8 +129,13 @@ func _on_Die_button_down(): #increment denominator denominator += 1 - #result is average of sum of percentages - var result = sumOfPercentages / denominator + var result + if isPercentageRoll: + #Percentage roll result remains the sum of the rolls + result = sumOfPercentages + else: + #result is average of sum of percentages otherwise + result = sumOfPercentages / denominator passedRoll = (result >= neededPercentageToPass)