alai/src/player/states/PlayerFall.h

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#ifndef ALAI_PLAYER_STATES_PLAYER_FALL_H
#define ALAI_PLAYER_STATES_PLAYER_FALL_H
#include "state_machine/State.h"
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#include <AnimatedSprite.hpp>
#include <Godot.hpp>
#include <Input.hpp>
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namespace alai
{
namespace player
{
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/**
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* @brief This class controls what happens when the Player is in a falling state.
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*
*/
class PlayerFall : public State
{
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GODOT_CLASS(PlayerFall, State)
private:
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/**
* @brief Input singleton.
*
*/
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godot::Input *_input;
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/**
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* @brief The animated sprite connected to the Player.
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*
*/
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godot::AnimatedSprite *animated_sprite;
public:
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/**
* @brief This method registers classes with Godot.
*
* @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
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/**
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* @brief Construct a new PlayerFall object.
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*
*/
PlayerFall();
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/**
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* @brief Destroy the PlayerFall object.
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*
*/
~PlayerFall();
/**
* @brief Initialize the class from Godot.
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*
* @details This method is called just once when the Godot engine connects to the instance of the class.
*/
void _init();
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/**
* @brief Called when the fall state is entered.
*
*/
void _state_enter();
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/**
* @brief Called when the fall state is exited.
*
*/
void _state_exit();
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/**
* @brief The physics processed every delta time.
*
* @param[in] delta The time since the method was last run.
*/
void _physics_process(float delta);
};
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} // namespace player
} // namespace alai
#endif