Merge pull request 'develop' (#40) from develop into master

Reviewed-on: #40
This commit is contained in:
Chris Cromer 2022-08-29 20:51:15 -04:00
commit 066012bd1b
1 changed files with 41 additions and 26 deletions

View File

@ -100,8 +100,16 @@ void alai::player::Player::_physics_process(float delta)
snap_vector = godot::Vector2::DOWN * 20.0;
}
auto is_on_platform = false;
auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector");
auto is_on_platform = platform_detector->is_colliding();
if (platform_detector != nullptr)
{
is_on_platform = platform_detector->is_colliding();
}
else
{
WARN_PRINT("PlatformDetector not found!");
}
velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false);
//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
@ -130,8 +138,15 @@ void alai::player::Player::_physics_process(float delta)
WARN_PRINT("Enemies not found!");
dup->queue_free();
}*/
auto jump_sound = get_parent()->get_node<godot::AudioStreamPlayer>("Sounds/Jump");
jump_sound->play();
auto jump_sound = get_node<godot::AudioStreamPlayer>("Sounds/Jump");
if (jump_sound != nullptr)
{
jump_sound->play();
}
else
{
WARN_PRINT("Player jump sound not found!");
}
velocity.y = -get_bounce_force();
}
else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && godot::Vector2::DOWN.dot(collision->get_normal()) > 0))
@ -146,19 +161,26 @@ void alai::player::Player::_physics_process(float delta)
// Clamp the player's position inside the camera's limits
auto camera = get_node<godot::Camera2D>("Camera2D");
auto position = get_global_position();
auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (sprite_node != nullptr)
if (camera != nullptr)
{
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
auto position = get_global_position();
auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (sprite_node != nullptr)
{
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
}
else {
WARN_PRINT("Could not clamp player based on sprite frame size!");
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
}
set_global_position(position);
}
else {
WARN_PRINT("Could not clamp player based on sprite frame size!");
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
else
{
WARN_PRINT("Camera node not found!");
}
set_global_position(position);
// If the player is off screen reload the scene
auto notifier = get_node<godot::VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
@ -168,16 +190,12 @@ void alai::player::Player::_physics_process(float delta)
{
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
/*if (get_parent()->get_class() == "TileMap")
{
auto error = get_tree()->change_scene("res://Main.tscn");
if (error != godot::Error::OK)
{
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
}
}*/
}
}
else
{
WARN_PRINT("Visibility notifier not found!");
}
auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr)
@ -273,9 +291,6 @@ godot::Vector2 alai::player::Player::get_velocity()
void alai::player::Player::_on_player_touched()
{
auto error = get_tree()->change_scene("res://Main.tscn");
if (error != godot::Error::OK)
{
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
}
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
}