cleanup c++ code

This commit is contained in:
2022-08-26 19:27:57 -04:00
parent 8321c8a610
commit 0f4e77d4b7
19 changed files with 340 additions and 351 deletions

View File

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