Since it's Battleship, the enemy map should be occluded from vision and then gradually show locations according to the shots that have been fired. This means we'll have to create at least two layers per player: the actual ship battlefield layer where the ships are placed and the assault layer where shots are fired and previous shot locations are shown.
My suggestion: using X and ~ as tactical symbols to show whether a ship has been hit or not on the Assault Layer, otherwise keeping it empty.
If possible the same BattleField class should be re-used by this layer and probably the logic to synchronize these layers should be in the Game class for now. In the future it might be best to make a Player class where each player has their own synchronized BattleField and AssaultLayer, because this would improve making a multiplayer scenario for 4+ players.
Since it's Battleship, the enemy map should be occluded from vision and then gradually show locations according to the shots that have been fired. This means we'll have to create at least two layers per player: the actual ship battlefield layer where the ships are placed and the assault layer where shots are fired and previous shot locations are shown.
My suggestion: using X and ~ as tactical symbols to show whether a ship has been hit or not on the Assault Layer, otherwise keeping it empty.
If possible the same BattleField class should be re-used by this layer and probably the logic to synchronize these layers should be in the Game class for now. In the future it might be best to make a Player class where each player has their own synchronized BattleField and AssaultLayer, because this would improve making a multiplayer scenario for 4+ players.