cleanup c++ code
This commit is contained in:
@@ -1,48 +1,45 @@
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#include "player/Player.h"
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#include <Camera2D.hpp>
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#include <TileMap.hpp>
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#include <VisibilityNotifier2D.hpp>
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#include <KinematicCollision2D.hpp>
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#include <RayCast2D.hpp>
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#include <SceneTree.hpp>
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#include <Texture.hpp>
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#include <TileMap.hpp>
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#include <Viewport.hpp>
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#include <RayCast2D.hpp>
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#include <KinematicCollision2D.hpp>
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#include <VisibilityNotifier2D.hpp>
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using namespace godot;
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using namespace player;
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void Player::_register_methods()
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void alai::player::Player::_register_methods()
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{
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register_method("_ready", &Player::_ready);
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register_method("_physics_process", &Player::_physics_process);
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register_method("set_velocity", &Player::set_velocity);
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register_method("get_velocity", &Player::get_velocity);
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register_method("_on_player_touched", &Player::_on_player_touched);
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register_method("_on_monitor_loaded", &Player::_on_monitor_loaded);
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//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
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register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
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register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
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register_property<Player, float>("bounce_force", &Player::set_bounce_force, &Player::get_bounce_force, player::bounce_force);
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register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
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register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
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register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
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register_signal<Player>("object_created", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
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register_signal<Player>("object_updated", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
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register_signal<Player>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
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godot::register_method("_ready", &Player::_ready);
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godot::register_method("_physics_process", &Player::_physics_process);
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godot::register_method("set_velocity", &Player::set_velocity);
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godot::register_method("get_velocity", &Player::get_velocity);
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godot::register_method("_on_player_touched", &Player::_on_player_touched);
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godot::register_method("_on_monitor_loaded", &Player::_on_monitor_loaded);
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//godot::register_property<Player, godot::Ref<godot::SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, godot::Ref<godot::SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, godot::String("SpriteFrames"));
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godot::register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
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godot::register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
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godot::register_property<Player, float>("bounce_force", &Player::set_bounce_force, &Player::get_bounce_force, player::bounce_force);
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godot::register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
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godot::register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
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godot::register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
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godot::register_signal<Player>("object_created", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
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godot::register_signal<Player>("object_updated", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
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godot::register_signal<Player>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
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}
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Player::Player()
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alai::player::Player::Player()
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{
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}
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Player::~Player()
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alai::player::Player::~Player()
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{
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}
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void Player::_init()
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void alai::player::Player::_init()
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{
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_resource_loader = ResourceLoader::get_singleton();
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_resource_loader = godot::ResourceLoader::get_singleton();
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//sprite_frames = _resource_loader->load(player::sprite_frames);
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set_speed(player::speed);
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@@ -54,23 +51,23 @@ void Player::_init()
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coins = 0;
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velocity = Vector2();
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velocity = godot::Vector2();
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}
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void Player::_ready()
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void alai::player::Player::_ready()
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{
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animated_sprite = get_node<AnimatedSprite>("AnimatedSprite");
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animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
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if (!animated_sprite)
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{
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ERR_PRINT("AnimateSprite not found!");
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animated_sprite = AnimatedSprite()._new();
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animated_sprite = godot::AnimatedSprite()._new();
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}
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//animated_sprite->set_sprite_frames(sprite_frames);
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auto node = get_parent()->find_node("Middleground");
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if (node != nullptr)
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{
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auto tile_map = Object::cast_to<TileMap>(node);
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auto tile_map = Object::cast_to<godot::TileMap>(node);
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get_parent()->call_deferred("remove_child", this);
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tile_map->call_deferred("add_child", this);
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}
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@@ -80,7 +77,7 @@ void Player::_ready()
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}
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}
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void Player::_on_monitor_loaded() {
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void alai::player::Player::_on_monitor_loaded() {
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auto object_node = get_tree()->get_root()->find_node("Monitor", true, false);
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if (object_node != nullptr)
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{
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@@ -105,22 +102,22 @@ void Player::_on_monitor_loaded() {
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#endif
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}
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void Player::_physics_process(float delta)
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void alai::player::Player::_physics_process(float delta)
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{
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velocity.y += get_gravity();
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auto snap_vector = Vector2::ZERO;
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auto snap_vector = godot::Vector2::ZERO;
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if (!is_on_floor())
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{
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snap_vector = Vector2::DOWN * 20.0;
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snap_vector = godot::Vector2::DOWN * 20.0;
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}
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auto platform_detector = get_node<RayCast2D>("PlatformDetector");
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auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector");
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auto is_on_platform = platform_detector->is_colliding();
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velocity = move_and_slide_with_snap(velocity, snap_vector, Vector2::UP, !is_on_platform, 4, 0.9, false);
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velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false);
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//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
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velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
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velocity.x = godot::Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
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auto count = get_slide_count();
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for (int64_t i = 0; i < count; i++)
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@@ -128,7 +125,7 @@ void Player::_physics_process(float delta)
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auto collision = get_slide_collision(i);
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auto collision_object = collision->get_collider();
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auto collider = Object::cast_to<Node>(collision_object);
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if (collider->is_in_group("squashable") && Vector2::UP.dot(collision->get_normal()) > 0.1)
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if (collider->is_in_group("squashable") && godot::Vector2::UP.dot(collision->get_normal()) > 0.1)
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{
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collider->call_deferred("squash");
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/*auto dup_node = collider->duplicate();
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@@ -147,7 +144,7 @@ void Player::_physics_process(float delta)
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}*/
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velocity.y = -get_bounce_force();
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}
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else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && Vector2::DOWN.dot(collision->get_normal()) > 0))
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else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && godot::Vector2::DOWN.dot(collision->get_normal()) > 0))
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{
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_on_player_touched();
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}
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@@ -158,23 +155,23 @@ void Player::_physics_process(float delta)
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}
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// Clamp the player's position inside the camera's limits
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auto camera = get_node<Camera2D>("Camera2D");
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auto camera = get_node<godot::Camera2D>("Camera2D");
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auto position = get_global_position();
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auto sprite_node = get_node<AnimatedSprite>("AnimatedSprite");
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auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
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if (sprite_node != nullptr)
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{
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position.x = 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);
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position.y = 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);
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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);
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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);
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}
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else {
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WARN_PRINT("Could not clamp player based on sprite frame size!");
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position.x = Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
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position.y = Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
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position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
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position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
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}
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set_global_position(position);
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// If the player is off screen reload the scene
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auto notifier = get_node<VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
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auto notifier = get_node<godot::VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
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if (notifier != nullptr)
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{
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if (!notifier->is_on_screen())
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@@ -182,9 +179,9 @@ void Player::_physics_process(float delta)
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if (get_parent()->get_class() == "TileMap")
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{
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auto error = get_tree()->change_scene("res://Main.tscn");
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if (error != Error::OK)
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if (error != godot::Error::OK)
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{
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ERR_PRINT(String().num((int) error) + " Could not load scene!");
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ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
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}
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}
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}
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@@ -201,91 +198,91 @@ void Player::_physics_process(float delta)
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}
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}
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void Player::set_sprite_frames(Ref<SpriteFrames> sprite_frames)
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void alai::player::Player::set_sprite_frames(godot::Ref<godot::SpriteFrames> sprite_frames)
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{
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this->sprite_frames = sprite_frames;
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}
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Ref<SpriteFrames> Player::get_sprite_frames()
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godot::Ref<godot::SpriteFrames> alai::player::Player::get_sprite_frames()
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{
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return this->sprite_frames;
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}
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void Player::set_speed(float speed)
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void alai::player::Player::set_speed(float speed)
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{
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this->speed = speed;
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}
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float Player::get_speed()
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float alai::player::Player::get_speed()
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{
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return this->speed;
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}
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void Player::set_jump_force(float jump_force)
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void alai::player::Player::set_jump_force(float jump_force)
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{
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this->jump_force = jump_force;
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}
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float Player::get_jump_force()
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float alai::player::Player::get_jump_force()
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{
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return this->jump_force;
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}
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void Player::set_bounce_force(float bounce_force)
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void alai::player::Player::set_bounce_force(float bounce_force)
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{
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this->bounce_force = bounce_force;
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}
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float Player::get_bounce_force()
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float alai::player::Player::get_bounce_force()
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{
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return this->bounce_force;
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}
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void Player::set_gravity(float gravity)
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void alai::player::Player::set_gravity(float gravity)
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{
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this->gravity = gravity;
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}
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float Player::get_gravity()
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float alai::player::Player::get_gravity()
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{
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return this->gravity;
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}
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void Player::set_run_speed(float run_speed)
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void alai::player::Player::set_run_speed(float run_speed)
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{
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this->run_speed = run_speed;
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}
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float Player::get_run_speed()
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float alai::player::Player::get_run_speed()
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{
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return this->run_speed;
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}
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void Player::set_double_jump(bool double_jump)
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void alai::player::Player::set_double_jump(bool double_jump)
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{
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this->double_jump = double_jump;
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}
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bool Player::get_double_jump()
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bool alai::player::Player::get_double_jump()
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{
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return this->double_jump;
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}
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void Player::set_velocity(Vector2 velocity)
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void alai::player::Player::set_velocity(godot::Vector2 velocity)
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{
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this->velocity = velocity;
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}
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Vector2 Player::get_velocity()
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godot::Vector2 alai::player::Player::get_velocity()
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{
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return this->velocity;
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}
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void Player::_on_player_touched()
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void alai::player::Player::_on_player_touched()
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{
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auto error = get_tree()->change_scene("res://Main.tscn");
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if (error != Error::OK)
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if (error != godot::Error::OK)
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{
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ERR_PRINT(String().num((int) error) + " Could not load scene!");
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ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
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}
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}
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