Added D10 and easier die selection

This commit is contained in:
Andrew Tang 2022-07-04 00:13:15 +08:00
parent e338cf1c47
commit c20fd85567
3 changed files with 40 additions and 24 deletions

View File

@ -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

View File

@ -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

View File

@ -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)