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A classic 2 player strategy game written in C# using Unity engine. The game features the ability to remember moves and replay them on demand.

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Battleships

2-Player Strategy Game with a Custom Replay Feature

Description:

A two-player, turn-based game played locally on a 10x10 grid. The game features randomly generated fleets of seven ships in various sizes: two 1x1, two 2x1, one 3x1, one 4x1, and one 5x1. Players take turns selecting coordinates to launch attacks, aiming to sink their opponent's fleet. The first player to sink all of their opponent's ships wins.

The game records replays after each match, allowing players to review and playback their moves.

Info

Created with Unity 2021.3.13f1

Installation

Clone/download repository and open up the project with Unity.

Replay module features (WIP)

Recording:

It is currently recording the entire state of the board
Replays are saved in .json format in Application.persistentDataPath directory i. e. (Appdata/LocalLow/DefaultCompany/Battleships)

Playback:

It is only injecting the player actions and not reading the entire state. Replay module will play the most recent recorded replay. It can be accessed from the main menu.

Pausing/Playing on-demand

At the current state of affairs, it's possible to play/pause replay on demand. Note that if the action has already been processed, it will be passed to the injector, and replay will be paused after the particular action. This might be changed in the future.

Partial modularity (WIP)

Although not fully featured, it is designed with flexibility in mind and could potentially support usage across similar projects in the future

Screenshots

image image


Documentation

Replay module

Replay module consists of various interfaces and classes that implement them. For replay to be successfully recorded and saved to the disk, we rely on ReplayData class, which implements IReplayData interface.

IReplayData

public Task<bool> SaveToFile();
public void UpdateState(List<IReplayStateData> stateToUpdate, IReplayStateData stateData);

IReplayStateData Empty abstraction for storing data objects in ReplayData.
Example:

public class PlayerData : IReplayStateData
{
    // ... some player data
}

IReplayRecorder (partial modularity) Note: IPlayerAction will be abstracted to IReplayDataCapsule. Inject a concrete ReplayDataCapsule to persist data to the replay state.

public void PersistReplayDataCapsule(IPlayerAction action);
public Task<bool> SaveReplay();

Example implementation (from current version):

public void PersistReplayDataCapsule(IPlayerAction playerAction) {
    var replayData = new ReplayData(); // creates an empty static state
    replayData.staticData = new List<IReplayStateData>() { 
        /* some stateful data (i. e. player data) */ 
    }; 
    var myDataCapsule = new ReplayDataCapsule() 
    {
        playerAction = (IReplayStateData) playerAction
        // ... desired state
    }
    replayData.UpdateState(replayData.stateHistory, myDataCapsule); // push state
}

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A classic 2 player strategy game written in C# using Unity engine. The game features the ability to remember moves and replay them on demand.

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