Merge branch 'develop' into feature/cleanup
# Conflicts: # src/godot.cpp # src/player/Player.cpp
This commit is contained in:
23
src/Event.cpp
Normal file
23
src/Event.cpp
Normal file
@@ -0,0 +1,23 @@
|
||||
#include "Event.h"
|
||||
|
||||
void alai::Event::_register_methods()
|
||||
{
|
||||
godot::register_signal<Event>("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<Event>("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<Event>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
|
||||
godot::register_signal<Event>("coin_collected", "amount", GODOT_VARIANT_TYPE_INT);
|
||||
godot::register_signal<Event>("player_died");
|
||||
|
||||
}
|
||||
|
||||
alai::Event::Event()
|
||||
{
|
||||
}
|
||||
|
||||
alai::Event::~Event()
|
||||
{
|
||||
}
|
||||
|
||||
void alai::Event::_init()
|
||||
{
|
||||
}
|
47
src/Event.h
Normal file
47
src/Event.h
Normal file
@@ -0,0 +1,47 @@
|
||||
#ifndef ALAI_EVENT_H
|
||||
#define ALAI_EVENT_H
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
|
||||
namespace alai
|
||||
{
|
||||
/**
|
||||
* @brief This class provides an event bus for the project.
|
||||
*
|
||||
* @details This class should be an auto-loaded singleton for the project.
|
||||
* To use this use Event.connect() and Event.emit_signal() to have global signals.
|
||||
*/
|
||||
class Event : public godot::Node
|
||||
{
|
||||
GODOT_CLASS(Event, godot::Node)
|
||||
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 Event object.
|
||||
*
|
||||
*/
|
||||
Event();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Event object.
|
||||
*
|
||||
*/
|
||||
~Event();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
55
src/coin/CoinCollected.cpp
Normal file
55
src/coin/CoinCollected.cpp
Normal file
@@ -0,0 +1,55 @@
|
||||
#include "coin/CoinCollected.h"
|
||||
#include <AnimationPlayer.hpp>
|
||||
#include "Event.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void CoinCollected::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &CoinCollected::_state_enter);
|
||||
register_method("_state_exit", &CoinCollected::_state_exit);
|
||||
register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
|
||||
}
|
||||
|
||||
CoinCollected::CoinCollected()
|
||||
{
|
||||
}
|
||||
|
||||
CoinCollected::~CoinCollected()
|
||||
{
|
||||
}
|
||||
|
||||
void CoinCollected::_init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CoinCollected::_state_enter()
|
||||
{
|
||||
auto node = get_parent()->find_node("AnimationPlayer");
|
||||
|
||||
if (node != nullptr)
|
||||
{
|
||||
auto animation_player = Object::cast_to<AnimationPlayer>(node);
|
||||
animation_player->play("jump");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void CoinCollected::_state_exit()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CoinCollected::_on_animation_finished(String anim_name)
|
||||
{
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->emit_signal("coin_collected", 1);
|
||||
this->get_parent()->queue_free();
|
||||
|
||||
|
||||
// get_state_machine()->change("CoinCounter");
|
||||
|
||||
}
|
||||
|
||||
|
75
src/coin/CoinCollected.h
Normal file
75
src/coin/CoinCollected.h
Normal file
@@ -0,0 +1,75 @@
|
||||
#ifndef ALAI_COIN_COLLECTED
|
||||
#define ALAI_COIN_COLLECTED
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the Coin is in the collected state.
|
||||
*
|
||||
*/
|
||||
class CoinCollected : public State
|
||||
{
|
||||
GODOT_CLASS(CoinCollected, State)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief The animated sprite of the Coin.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
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 CoinCollected object.
|
||||
*
|
||||
*/
|
||||
CoinCollected();
|
||||
|
||||
/**
|
||||
* @brief Destroy the CoinCollected object.
|
||||
*
|
||||
*/
|
||||
~CoinCollected();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Called when the collected state of the coin is entered.
|
||||
*
|
||||
*/
|
||||
void _state_enter();
|
||||
|
||||
/**
|
||||
* @brief Called when the collected state of the coin is exited.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief Called when the animation of the collected coin has finished.
|
||||
*
|
||||
*/
|
||||
void _on_animation_finished(String anim_name);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
43
src/coin/CoinCounter.cpp
Normal file
43
src/coin/CoinCounter.cpp
Normal file
@@ -0,0 +1,43 @@
|
||||
#include "coin/CoinCounter.h"
|
||||
#include <String.hpp>
|
||||
#include "coin/CoinCollected.h"
|
||||
#include "Event.h"
|
||||
using namespace godot;
|
||||
|
||||
void CoinCounter::_register_methods()
|
||||
{
|
||||
register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
|
||||
register_method("_ready", &CoinCounter::_ready);
|
||||
}
|
||||
|
||||
CoinCounter::CoinCounter()
|
||||
{
|
||||
}
|
||||
|
||||
CoinCounter::~CoinCounter()
|
||||
{
|
||||
}
|
||||
|
||||
void CoinCounter::_init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CoinCounter::_on_CoinHUD_ready()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
void CoinCounter::_on_coin_collected(int amount)
|
||||
{
|
||||
coins = coins + amount;
|
||||
set_text(String::num(coins));
|
||||
}
|
||||
void CoinCounter::_ready()
|
||||
{
|
||||
set_text("0");
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->connect("coin_collected", this, "_on_coin_collected");
|
||||
|
||||
|
||||
}
|
63
src/coin/CoinCounter.h
Normal file
63
src/coin/CoinCounter.h
Normal file
@@ -0,0 +1,63 @@
|
||||
#ifndef ALAI_COIN_COUNTER
|
||||
#define ALAI_COIN_COUNTER
|
||||
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <Label.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the Coin is in the collected .
|
||||
*
|
||||
*/
|
||||
class CoinCounter : public Label
|
||||
{
|
||||
GODOT_CLASS(CoinCounter, Label)
|
||||
|
||||
private:
|
||||
int coins = 0;
|
||||
|
||||
|
||||
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 CoinCounter object.
|
||||
*
|
||||
*/
|
||||
CoinCounter();
|
||||
|
||||
/**
|
||||
* @brief Destroy the CoinCounter object.
|
||||
*
|
||||
*/
|
||||
~CoinCounter();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Called when the collected of the coin is entered.
|
||||
*
|
||||
*/
|
||||
|
||||
void _on_CoinHUD_ready();
|
||||
void _on_coin_collected(int amount);
|
||||
void _ready();
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
56
src/coin/CoinNotCollected.cpp
Normal file
56
src/coin/CoinNotCollected.cpp
Normal file
@@ -0,0 +1,56 @@
|
||||
#include "coin/CoinNotCollected.h"
|
||||
#include <Area2D.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
|
||||
void CoinNotCollected::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &CoinNotCollected::_state_enter);
|
||||
register_method("_state_exit", &CoinNotCollected::_state_exit);
|
||||
register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
|
||||
}
|
||||
|
||||
CoinNotCollected::CoinNotCollected()
|
||||
{
|
||||
}
|
||||
|
||||
CoinNotCollected::~CoinNotCollected()
|
||||
{
|
||||
}
|
||||
|
||||
void CoinNotCollected::_init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CoinNotCollected::_state_enter()
|
||||
{
|
||||
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
|
||||
animated_sprite->set_animation("spin");
|
||||
animated_sprite->play();
|
||||
}
|
||||
|
||||
void CoinNotCollected::_state_exit()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CoinNotCollected::_on_body_entered(Node *node)
|
||||
{
|
||||
Godot::print("Coin touched");
|
||||
auto parent_node = get_parent();
|
||||
|
||||
if (parent_node != nullptr)
|
||||
{
|
||||
auto coin = Object::cast_to<Area2D>(parent_node);
|
||||
coin->set_collision_mask_bit(0, false);
|
||||
}
|
||||
|
||||
get_state_machine()->change("CoinCollected");
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
76
src/coin/CoinNotCollected.h
Normal file
76
src/coin/CoinNotCollected.h
Normal file
@@ -0,0 +1,76 @@
|
||||
#ifndef ALAI_COIN_NOT_COLLECTED
|
||||
#define ALAI_COIN_NOT_COLLECTED
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the Coin is in the not collected state.
|
||||
*
|
||||
*/
|
||||
class CoinNotCollected : public State
|
||||
{
|
||||
GODOT_CLASS(CoinNotCollected, State)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief The animated sprite of the Coin.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
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 CoinNotCollected object.
|
||||
*
|
||||
*/
|
||||
CoinNotCollected();
|
||||
|
||||
/**
|
||||
* @brief Destroy the CoinNotCollected object.
|
||||
*
|
||||
*/
|
||||
~CoinNotCollected();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Called when the not collected state of the coin is entered.
|
||||
*
|
||||
*/
|
||||
void _state_enter();
|
||||
|
||||
/**
|
||||
* @brief Called when the not collected state of the coin is exited.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief Method called on body entered.
|
||||
*
|
||||
* @param[in] node Node interacting with whoever
|
||||
*/
|
||||
void _on_body_entered(Node *node);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
55
src/goal/GoalNotReached.cpp
Normal file
55
src/goal/GoalNotReached.cpp
Normal file
@@ -0,0 +1,55 @@
|
||||
#include "goal/GoalNotReached.h"
|
||||
#include <Area2D.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
|
||||
void GoalNotReached::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &GoalNotReached::_state_enter);
|
||||
register_method("_state_exit", &GoalNotReached::_state_exit);
|
||||
register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
|
||||
}
|
||||
|
||||
GoalNotReached::GoalNotReached()
|
||||
{
|
||||
}
|
||||
|
||||
GoalNotReached::~GoalNotReached()
|
||||
{
|
||||
}
|
||||
|
||||
void GoalNotReached::_init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void GoalNotReached::_state_enter()
|
||||
{
|
||||
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
|
||||
animated_sprite->set_animation("flagmove");
|
||||
animated_sprite->play();
|
||||
}
|
||||
|
||||
void GoalNotReached::_state_exit()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void GoalNotReached::_on_Goal_body_entered(Node *node)
|
||||
{
|
||||
auto parent_node = get_parent();
|
||||
|
||||
if (parent_node != nullptr)
|
||||
{
|
||||
auto goal = Object::cast_to<Area2D>(parent_node);
|
||||
goal->set_collision_mask_bit(0, false);
|
||||
}
|
||||
|
||||
get_state_machine()->change("GoalReached");
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
76
src/goal/GoalNotReached.h
Normal file
76
src/goal/GoalNotReached.h
Normal file
@@ -0,0 +1,76 @@
|
||||
#ifndef ALAI_GOAL_NOT_REACHED
|
||||
#define ALAI_GOAL_NOT_REACHED
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the Coin is in the not collected state.
|
||||
*
|
||||
*/
|
||||
class GoalNotReached : public State
|
||||
{
|
||||
GODOT_CLASS(GoalNotReached, State)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief The animated sprite of the Coin.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
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 GoalNotReached object.
|
||||
*
|
||||
*/
|
||||
GoalNotReached();
|
||||
|
||||
/**
|
||||
* @brief Destroy the GoalNotReached object.
|
||||
*
|
||||
*/
|
||||
~GoalNotReached();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Called when the not collected state of the coin is entered.
|
||||
*
|
||||
*/
|
||||
void _state_enter();
|
||||
|
||||
/**
|
||||
* @brief Called when the not collected state of the coin is exited.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief Method called on body entered.
|
||||
*
|
||||
* @param[in] node Node interacting with whoever
|
||||
*/
|
||||
void _on_Goal_body_entered(Node *node);
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
36
src/goal/GoalReached.cpp
Normal file
36
src/goal/GoalReached.cpp
Normal file
@@ -0,0 +1,36 @@
|
||||
#include "goal/GoalReached.h"
|
||||
#include <Area2D.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void GoalReached::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &GoalReached::_state_enter);
|
||||
register_method("_state_exit", &GoalReached::_state_exit);
|
||||
}
|
||||
|
||||
GoalReached::GoalReached()
|
||||
{
|
||||
}
|
||||
|
||||
GoalReached::~GoalReached()
|
||||
{
|
||||
}
|
||||
|
||||
void GoalReached::_init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void GoalReached::_state_enter()
|
||||
{
|
||||
Godot::print("Flag touched");
|
||||
|
||||
|
||||
}
|
||||
|
||||
void GoalReached::_state_exit()
|
||||
{
|
||||
|
||||
}
|
||||
|
74
src/goal/GoalReached.h
Normal file
74
src/goal/GoalReached.h
Normal file
@@ -0,0 +1,74 @@
|
||||
#ifndef ALAI_GOAL_REACHED
|
||||
#define ALAI_GOAL_REACHED
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the goal flag is in the reached state.
|
||||
*
|
||||
*/
|
||||
class GoalReached : public State
|
||||
{
|
||||
GODOT_CLASS(GoalReached, State)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief The animated sprite of the Coin.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
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 GoalReached object.
|
||||
*
|
||||
*/
|
||||
GoalReached();
|
||||
|
||||
/**
|
||||
* @brief Destroy the GoalReached object.
|
||||
*
|
||||
*/
|
||||
~GoalReached();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Called when the collected state of the coin is entered.
|
||||
*
|
||||
*/
|
||||
void _state_enter();
|
||||
|
||||
/**
|
||||
* @brief Called when the collected state of the coin is exited.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief Called when the animation of the collected coin has finished.
|
||||
*
|
||||
*/
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
@@ -1,14 +1,21 @@
|
||||
#include <Godot.hpp>
|
||||
|
||||
#include "CameraLimit.h"
|
||||
#include "Main.h"
|
||||
#include "state_machine/State.h"
|
||||
#include "Event.h"
|
||||
#include "state_machine/StateMachine.h"
|
||||
#include "state_machine/State.h"
|
||||
#include "Main.h"
|
||||
#include "CameraLimit.h"
|
||||
#include "player/Player.h"
|
||||
#include "player/states/PlayerIdle.h"
|
||||
#include "player/states/PlayerMove.h"
|
||||
#include "player/states/PlayerJump.h"
|
||||
#include "player/states/PlayerFall.h"
|
||||
#include "coin/CoinNotCollected.h"
|
||||
#include "coin/CoinCollected.h"
|
||||
#include "coin/CoinCounter.h"
|
||||
#include "goal/GoalReached.h"
|
||||
#include "goal/GoalNotReached.h"
|
||||
#include "gui/game_over/GameOverScreen.h"
|
||||
|
||||
/**
|
||||
* @brief This function connects the gdnative init function.
|
||||
@@ -39,6 +46,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
|
||||
{
|
||||
godot::Godot::nativescript_init(handle);
|
||||
|
||||
godot::register_class<alai::Event>();
|
||||
godot::register_class<alai::StateMachine>();
|
||||
godot::register_class<alai::State>();
|
||||
godot::register_class<alai::Main>();
|
||||
@@ -48,4 +56,10 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
|
||||
godot::register_class<alai::player::PlayerMove>();
|
||||
godot::register_class<alai::player::PlayerJump>();
|
||||
godot::register_class<alai::player::PlayerFall>();
|
||||
godot::register_class<godot::CoinNotCollected>();
|
||||
godot::register_class<godot::CoinCollected>();
|
||||
godot::register_class<godot::CoinCounter>();
|
||||
godot::register_class<godot::GoalReached>();
|
||||
godot::register_class<godot::GoalNotReached>();
|
||||
godot::register_class<godot::GameOverScreen>();
|
||||
}
|
||||
|
98
src/gui/game_over/GameOverScreen.cpp
Normal file
98
src/gui/game_over/GameOverScreen.cpp
Normal file
@@ -0,0 +1,98 @@
|
||||
#include "gui/game_over/GameOverScreen.h"
|
||||
#include "Event.h"
|
||||
|
||||
#include <Resource.hpp>
|
||||
#include <Ref.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <SceneTree.hpp>
|
||||
#include <PackedScene.hpp>
|
||||
#include <Viewport.hpp>
|
||||
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void GameOverScreen::_register_methods()
|
||||
{
|
||||
register_method("_on_botonreiniciar_pressed", &GameOverScreen::_on_botonreiniciar_pressed);
|
||||
register_method("_ready", &GameOverScreen::_ready);
|
||||
register_method("connect_signal", &GameOverScreen::connect_signal);
|
||||
register_method("_on_player_died", &GameOverScreen::_on_player_died);
|
||||
}
|
||||
|
||||
GameOverScreen::GameOverScreen()
|
||||
{
|
||||
}
|
||||
|
||||
GameOverScreen::~GameOverScreen()
|
||||
{
|
||||
}
|
||||
|
||||
void GameOverScreen::_init()
|
||||
{
|
||||
_resource_loader = ResourceLoader::get_singleton();
|
||||
|
||||
}
|
||||
|
||||
void GameOverScreen::_ready()
|
||||
{
|
||||
connect_signal();
|
||||
}
|
||||
|
||||
void GameOverScreen::_on_botonreiniciar_pressed()
|
||||
{
|
||||
if (_resource_loader->exists("res://levels/Prototype.tscn")) //CAMBIAR A DINAMICO
|
||||
{
|
||||
Ref<PackedScene> level_scene = _resource_loader->load("res://levels/Prototype.tscn");
|
||||
auto level = level_scene->instance();
|
||||
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
|
||||
|
||||
if (level_node != nullptr)
|
||||
{
|
||||
|
||||
level_node->add_child(level);
|
||||
set_visible(false);
|
||||
call_deferred("connect_signal");
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("Node level not found!");
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void GameOverScreen::_on_player_died() //eliminar nivel
|
||||
{
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->disconnect("player_died", this, "_on_player_died");
|
||||
Godot::print("player ded");
|
||||
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 GameOverScreen::connect_signal()
|
||||
{
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->connect("player_died", this, "_on_player_died");
|
||||
}
|
||||
|
||||
|
||||
|
62
src/gui/game_over/GameOverScreen.h
Normal file
62
src/gui/game_over/GameOverScreen.h
Normal file
@@ -0,0 +1,62 @@
|
||||
#ifndef ALAI_GAME_OVER_SCREEN_H
|
||||
#define ALAI_GAME_OVER_SCREEN_H
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <CanvasLayer.hpp>
|
||||
#include <ResourceLoader.hpp>
|
||||
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the Coin is in the collected .
|
||||
*
|
||||
*/
|
||||
class GameOverScreen : public CanvasLayer
|
||||
{
|
||||
GODOT_CLASS(GameOverScreen, CanvasLayer)
|
||||
|
||||
private:
|
||||
ResourceLoader *_resource_loader;
|
||||
|
||||
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 GameOverScreen object.
|
||||
*
|
||||
*/
|
||||
GameOverScreen();
|
||||
|
||||
/**
|
||||
* @brief Destroy the GameOverScreen object.
|
||||
*
|
||||
*/
|
||||
~GameOverScreen();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Called when the collected of the coin is entered.
|
||||
*
|
||||
*/
|
||||
void _ready();
|
||||
void _on_player_died();
|
||||
void _on_botonreiniciar_pressed();
|
||||
void connect_signal();
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
@@ -1,5 +1,7 @@
|
||||
#include "player/Player.h"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
#include <Camera2D.hpp>
|
||||
#include <KinematicCollision2D.hpp>
|
||||
#include <RayCast2D.hpp>
|
||||
@@ -24,9 +26,6 @@ void alai::player::Player::_register_methods()
|
||||
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);
|
||||
}
|
||||
|
||||
alai::player::Player::Player()
|
||||
@@ -78,28 +77,16 @@ void alai::player::Player::_ready()
|
||||
}
|
||||
|
||||
void alai::player::Player::_on_monitor_loaded() {
|
||||
auto object_node = get_tree()->get_root()->find_node("Monitor", true, false);
|
||||
if (object_node != nullptr)
|
||||
auto state = get_node("StateMachine")->get_child(0);
|
||||
if (state != nullptr)
|
||||
{
|
||||
auto state = get_node("StateMachine")->get_child(0);
|
||||
if (state != nullptr)
|
||||
{
|
||||
connect("object_created", object_node, "_object_created");
|
||||
connect("object_updated", object_node, "_object_updated");
|
||||
connect("object_removed", object_node, "_object_removed");
|
||||
emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("State not found!");
|
||||
}
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity);
|
||||
}
|
||||
#ifndef NDEBUG
|
||||
else
|
||||
{
|
||||
WARN_PRINT("Monitor not found!");
|
||||
WARN_PRINT("State not found!");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void alai::player::Player::_physics_process(float delta)
|
||||
@@ -176,21 +163,24 @@ void alai::player::Player::_physics_process(float delta)
|
||||
{
|
||||
if (!notifier->is_on_screen())
|
||||
{
|
||||
if (get_parent()->get_class() == "TileMap")
|
||||
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!");
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
auto state = get_node("StateMachine")->get_child(0);
|
||||
if (state != nullptr)
|
||||
{
|
||||
emit_signal("object_updated", this->get_name(), state->get_name(), get_global_position(), velocity);
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->emit_signal("object_updated", this->get_name(), state->get_name(), get_global_position(), velocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
Reference in New Issue
Block a user