add a win screen when the flag is reached

This commit is contained in:
2022-08-31 01:07:56 -04:00
parent eb14adbb0e
commit 08216d061c
7 changed files with 183 additions and 2 deletions

View File

@@ -1,5 +1,7 @@
#include "goal/GoalReached.h"
#include "Event.h"
#include <Area2D.hpp>
void alai::GoalReached::_register_methods()
@@ -22,7 +24,8 @@ void alai::GoalReached::_init()
void alai::GoalReached::_state_enter()
{
godot::Godot::print("Flag touched");
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_won");
}
void alai::GoalReached::_state_exit()

View File

@@ -16,6 +16,7 @@
#include "goal/GoalReached.h"
#include "goal/GoalNotReached.h"
#include "gui/game_over/GameOverScreen.h"
#include "gui/game_won/GameWonScreen.h"
/**
* @brief This function connects the gdnative init function.
@@ -62,4 +63,5 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
godot::register_class<alai::GoalReached>();
godot::register_class<alai::GoalNotReached>();
godot::register_class<alai::GameOverScreen>();
godot::register_class<alai::GameWonScreen>();
}

View File

@@ -0,0 +1,65 @@
#include "gui/game_won/GameWonScreen.h"
#include "Event.h"
#include <SceneTree.hpp>
#include <Viewport.hpp>
void alai::GameWonScreen::_register_methods()
{
godot::register_method("_ready", &GameWonScreen::_ready);
godot::register_method("connect_signal", &GameWonScreen::connect_signal);
godot::register_method("_on_player_won", &GameWonScreen::_on_player_won);
godot::register_method("_on_quit_button_pressed", &GameWonScreen::_on_quit_button_pressed);
}
alai::GameWonScreen::GameWonScreen()
{
}
alai::GameWonScreen::~GameWonScreen()
{
}
void alai::GameWonScreen::_init()
{
}
void alai::GameWonScreen::_ready()
{
connect_signal();
}
void alai::GameWonScreen::_on_quit_button_pressed()
{
get_tree()->quit();
}
void alai::GameWonScreen::_on_player_won()
{
auto event = get_node<alai::Event>("/root/Event");
event->disconnect("player_won", this, "_on_player_won");
set_visible(true);
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr)
{
auto child = level_node->get_child(0);
if (child != nullptr)
{
child->queue_free();
}
else
{
WARN_PRINT("Child not found!");
}
}
else
{
WARN_PRINT("Node level not found!");
}
}
void alai::GameWonScreen::connect_signal()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("player_won", this, "_on_player_won");
}

View File

@@ -0,0 +1,51 @@
#ifndef ALAI_GAME_WON_GAME_WON_SCREEN_H
#define ALAI_GAME_WON_GAME_WON_SCREEN_H
#include <CanvasLayer.hpp>
#include <Godot.hpp>
namespace alai
{
/**
* @brief This class controls what happens when the game is won.
*
*/
class GameWonScreen : public godot::CanvasLayer
{
GODOT_CLASS(GameWonScreen, godot::CanvasLayer)
public:
/**
* @brief This method registers classes with Godot.
*
* @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
/**
* @brief Construct a new GameWonScreen object.
*
*/
GameWonScreen();
/**
* @brief Destroy the GameWonScreen object.
*
*/
~GameWonScreen();
/**
* @brief Initialize the class from Godot.
*
* @details This method is called just once when the Godot engine connects to the instance of the class.
*/
void _init();
void _ready();
void _on_player_won();
void _on_quit_button_pressed();
void connect_signal();
};
}
#endif