alai/src/player/states/PlayerFall.h

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#ifndef JUEGO_PLAYER_FALL_H
#define JUEGO_PLAYER_FALL_H
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp>
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/**
* @brief This is the godot namespace for all the code included in the library.
*
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
*/
namespace godot
{
namespace player
{
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/**
* @brief This class controls what happens when the player is in a falling state.
*
*/
class PlayerFall : public State
{
GODOT_CLASS(PlayerFall, State)
private:
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/**
* @brief Input singleton.
*
*/
Input *_input;
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/**
* @brief The animated sprite connected to the player.
*
*/
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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/**
* @brief Construct a new Player Fall object.
*
*/
PlayerFall();
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/**
* @brief Destroy the Player Fall object.
*
*/
~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);
};
}
}
#endif