add documentation

This commit is contained in:
2022-04-13 00:59:23 -04:00
parent 219b277e5c
commit 1c24ba0cd1
12 changed files with 529 additions and 30 deletions

View File

@@ -7,35 +7,80 @@
#include <Input.hpp>
#include <AnimatedSprite.hpp>
/**
* @brief This is the godot namespace for all the code included in the library.
*
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
*/
namespace godot
{
namespace player
{
/**
* @brief This class controls what happens when the player is in a falling state.
*
*/
class PlayerFall : public State
{
GODOT_CLASS(PlayerFall, State)
private:
/**
* @brief Input singleton.
*
*/
Input *_input;
/**
* @brief The animated sprite connected to the player.
*
*/
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 Player Fall object.
*
*/
PlayerFall();
/**
* @brief Destroy the Player Fall object.
*
*/
~PlayerFall();
/**
* @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 fall state is entered.
*
*/
void _state_enter();
/**
* @brief Called when the fall state is exited.
*
*/
void _state_exit();
/**
* @brief The physics processed every delta time.
*
* @param[in] delta The time since the method was last run.
*/
void _physics_process(float delta);
};
}

View File

@@ -12,31 +12,70 @@ namespace godot
{
namespace player
{
/**
* @brief This class controls what happens when the player is in the idle state.
*
*/
class PlayerIdle : public State
{
GODOT_CLASS(PlayerIdle, State)
private:
/**
* @brief Input singleton.
*
*/
Input *_input;
/**
* @brief The animated sprite of the player.
*
*/
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 Player Idle object.
*
*/
PlayerIdle();
/**
* @brief Destroy the Player Idle object.
*
*/
~PlayerIdle();
/**
* @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 idle state is entered.
*
*/
void _state_enter();
/**
* @brief Called when the idle state is exited.
*
*/
void _state_exit();
/**
* @brief The physics processed every delta time.
*
* @param[in] delta The time since the method was last run.
*/
void _physics_process(float delta);
};
}

View File

@@ -11,32 +11,78 @@ namespace godot
{
namespace player
{
/**
* @brief This class control what happens when the player is in the jump state.
*
*/
class PlayerJump : public State
{
GODOT_CLASS(PlayerJump, State)
private:
/**
* @brief Input singleton.
*
*/
Input *_input;
/**
* @brief The animated sprite connected to the player.
*
*/
AnimatedSprite *animated_sprite;
/**
* @brief If the player has already performed a double jump or not.
*
*/
bool double_jumped;
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 Player Jump object.
*
*/
PlayerJump();
/**
* @brief Destroy the Player Jump object.
*
*/
~PlayerJump();
/**
* @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 player enters the jump state.
*
* @details If the previous state was the jump state, a double jump was performed.
*
* @param[in] state The previous state before this one was entered.
*/
void _state_enter(const String state);
/**
* @brief Called when the player exits the jump state.
*
*/
void _state_exit();
/**
* @brief The physics processed every delta time.
*
* @param[in] delta The time since the method was last run.
*/
void _physics_process(float delta);
};
}

View File

@@ -24,7 +24,7 @@ void PlayerMove::_init()
_input = Input::get_singleton();
}
void PlayerMove::_state_enter(String state, Array args)
void PlayerMove::_state_enter()
{
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
animated_sprite->set_animation("move");

View File

@@ -11,34 +11,71 @@ namespace godot
{
namespace player
{
/**
* @brief This class controls what happens when the player is in the move state.
*
*/
class PlayerMove : public State
{
GODOT_CLASS(PlayerMove, State)
private:
/**
* @brief Input singleton.
*
*/
Input *_input;
/**
* @brief The animated sprite of the player.
*
*/
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 Player Move object.
*
*/
PlayerMove();
/**
* @brief Destroy the Player Move object.
*
*/
~PlayerMove();
/**
* @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 _state_enter(String state, Array args);
/**
* @brief Called when the player enters the move state.
*
*/
void _state_enter();
/**
* @brief Called when the player exists the move state.
*
*/
void _state_exit();
/**
* @brief The physics processed every delta time.
*
* @param[in] delta The time since the method was last run.
*/
void _physics_process(float delta);
Vector2 move_player(Vector2 velocity);
};
}
}