2022-04-09 21:50:08 -04:00
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#ifndef ALAI_PLAYER_H
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#define ALAI_PLAYER_H
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2022-04-05 14:51:59 -04:00
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#include <Godot.hpp>
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#include <KinematicBody2D.hpp>
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#include <Sprite.hpp>
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#include <AnimatedSprite.hpp>
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#include <SpriteFrames.hpp>
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#include <ResourceLoader.hpp>
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/**
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* @brief This is the godot namespace for all the code included in the library.
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* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
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*/
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namespace godot
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{
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namespace player
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2022-04-05 14:51:59 -04:00
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{
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2022-04-11 13:30:51 -04:00
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const char player_sprite_frames[] = "res://characters/player/sprites/green.tres";
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const float speed = 60.0;
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const float jump_force = 300.0;
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const float gravity = 9.81;
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const float run_speed = 2.0;
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const bool double_jump = true;
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/**
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* @brief This class is used to control the player.
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* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
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*/
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class Player : public KinematicBody2D
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{
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GODOT_CLASS(Player, KinematicBody2D)
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private:
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/**
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* @brief ResourceLoader singleton.
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*/
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ResourceLoader *_resource_loader;
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/**
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* @brief The animated sprite connected to the KinematicBody2D.
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*/
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AnimatedSprite *animated_sprite;
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/**
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* @brief The sprite frames used in the animated sprite.
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*/
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Ref<SpriteFrames> sprite_frames;
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/**
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* @brief The coins the player has collected.
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*/
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uint8_t coins;
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/**
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* @brief The velocity at which moves the player moves.
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*/
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Vector2 velocity;
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/**
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* @brief The speed that the player moves in.
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*/
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float speed;
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/**
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* @brief The force applied to the player when jumping.
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*/
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float jump_force;
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/**
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* @brief The gravity applied to the player.
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*/
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float gravity;
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/**
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* @brief The speed multiplier used to make the player move faster.
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*/
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float run_speed;
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bool double_jump;
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public:
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/**
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* @brief This method registers classes with Godot.
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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 Player object.
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*/
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Player();
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/**
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* @brief Destroy the Player object.
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*/
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~Player();
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/**
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* @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.
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*/
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void _init();
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/**
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* @brief Code to be run when ready.
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* @details This method is run when all the children of this node are ready.
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*/
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void _ready();
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/**
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* @brief This class handles the physics processing.
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* @details Every delta time, this function is called to check for input and update positioning.
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*
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* @param[in] delta The difference in time that passed since the last call to this method.
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*/
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void _physics_process(float delta);
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/**
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* @brief Set the sprite frames object.
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*
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* @param[in] new_sprite_frames The new sprite frame.
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*/
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void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
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/**
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* @brief Get the sprite frames object.
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*
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* @return Ref<SpriteFrames> A reference to the sprite frames object.
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*/
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Ref<SpriteFrames> get_sprite_frames();
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/**
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* @brief Set the speed object.
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*
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* @param[in] new_speed The new speed.
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*/
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void set_speed(float new_speed);
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/**
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* @brief Get the speed object.
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*
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* @return float The current speed of the player.
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*/
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float get_speed();
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/**
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* @brief Set the jump force object.
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*
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* @param[in] new_jump_force The new force applied to the player to make him jump.
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*/
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void set_jump_force(float new_jump_force);
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/**
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* @brief Get the jump force object.
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*
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* @return float The current force being applied to the player.
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*/
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float get_jump_force();
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/**
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* @brief Set the gravity object.
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*
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* @param[in] new_gravity The new gravity to apply to the player.
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*/
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void set_gravity(float new_gravity);
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/**
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* @brief Get the gravity object.
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*
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* @return float The current gravity applied to the player.
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*/
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float get_gravity();
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/**
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* @brief Set the run speed object.
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*
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* @param[in] new_run_speed The new speed for running.
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*/
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void set_run_speed(float new_run_speed);
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/**
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* @brief Get the run speed object.
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*
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* @return float The current run speed of the player.
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*/
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float get_run_speed();
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void set_double_jump(bool double_jump);
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bool get_double_jump();
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void set_velocity(Vector2 velocity);
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Vector2 get_velocity();
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};
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}
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2022-04-05 14:51:59 -04:00
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}
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#endif
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