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SuperHeavyBallet/TOP-Battleship

TOP-Battleship

ToDo:

Update Text UI

  • /// Fix Turn Display, probably just inverse /// Remove Entirely
  • /// Create a simple Turn Indicator pointing to whichever screen is active - Wait / Go
  • /// Update Hits Remaining Counter - Works for Enemy Attacks
  • /// Remove Player One/Two - Your Fleet/Enemy Fleet is enough indication

Update aesthetic

  • /// Potentially go with old school metal and bevels

  • /// Create UI elements to represent actual ships and their hit status

  • /// Fix Player ships not turning red on hit

  • /// Work on end state when all ships destroyed

  • /// Create Prompt that all ships are destroyed

  • /// Potentially refine ai to choose recursively closer squares after a hit

  • Refined Hit AI at the moment only holds that knowledge for one round, potentially allow it to remember hits and keep attacking near there

  • /// Create Reset Game Loop

  • /// Hide Enemy Ships for Player

  • /// Create Random Placement of fleet at start - Pseudo Random, pick from list

  • /// Prevent player and enemy ship placement to be the same, player can guess positions

  • /// Allow Vertical ship placement

UI UPdates

  • /// Remove Hits Remaining - Serves no purpose now

  • /// Replace Wait/Go with red/green light(circle);

  • /// Move Your/Enemy Fleet to below board, above ship UI

  • Add another 3x ship < -- Push to later, heavy refactor chasing>

  • /// Update Wait/Go text on Win Lose

  • !!!Update ENEMY SHIPS to DESTROYED on Win - No Gain

  • !!!Update YOUR SHIPS to DESTROYED on Lose - No Gain

  • /// Update PLAY AGAIN to always Present, text RELOAD until Win/Lose

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