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#ifndef ALAI_GOAL_GOAL_NOT_REACHED_H
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#define ALAI_GOAL_GOAL_NOT_REACHED_H
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#include "state_machine/State.h"
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#include <AnimatedSprite.hpp>
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#include <Godot.hpp>
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namespace alai
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{
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/**
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* @brief This class controls what happens when the Coin is in the not collected state.
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*
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*/
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class GoalNotReached : public alai::State
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{
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GODOT_CLASS(GoalNotReached, alai::State)
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private:
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/**
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* @brief The animated sprite of the Coin.
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*
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*/
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godot::AnimatedSprite *animated_sprite;
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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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/**
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* @brief Construct a new GoalNotReached object.
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*
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*/
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GoalNotReached();
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/**
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* @brief Destroy the GoalNotReached object.
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*
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*/
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~GoalNotReached();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Called when the not collected state of the coin is entered.
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*
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*/
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void _state_enter();
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/**
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* @brief Called when the not collected state of the coin is exited.
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*
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*/
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void _state_exit();
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/**
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* @brief Method called on body entered.
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*
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* @param[in] node Node interacting with whoever
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*/
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void _on_Goal_body_entered(Node *node);
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};
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}
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#endif
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