Merge pull request 'feature/monitor_debug' (#44) from feature/monitor_debug into develop

Reviewed-on: #44
This commit is contained in:
Chris Cromer 2022-09-01 13:03:32 -04:00
commit 2818e210c9
15 changed files with 115 additions and 84 deletions

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@ -82,6 +82,8 @@ elif env['platform'] == "windows":
# that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV=os.environ)
env.Append(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=[
'--static',
'-Wl,--no-undefined',

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@ -1,48 +0,0 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://assets/fonts/ttf/PixelOperator8.ttf" type="DynamicFontData" id=1]
[ext_resource path="res://assets/fonts/ttf/PixelOperatorHB8.ttf" type="DynamicFontData" id=2]
[ext_resource path="res://GUI/botonreiniciar.gdns" type="Script" id=3]
[sub_resource type="DynamicFont" id=1]
size = 50
font_data = ExtResource( 1 )
[sub_resource type="DynamicFont" id=2]
font_data = ExtResource( 2 )
[sub_resource type="StyleBoxFlat" id=3]
bg_color = Color( 0.0705882, 0.917647, 0, 1 )
[node name="GameOver" type="CanvasLayer"]
script = ExtResource( 3 )
[node name="Control" type="Control" parent="."]
margin_right = 40.0
margin_bottom = 40.0
[node name="ColorRect" type="ColorRect" parent="Control"]
margin_right = 512.0
margin_bottom = 288.0
rect_min_size = Vector2( 512, 288 )
color = Color( 0, 0, 0, 1 )
[node name="Label" type="Label" parent="Control"]
margin_left = 66.0
margin_top = 17.0
margin_right = 456.0
margin_bottom = 71.0
custom_fonts/font = SubResource( 1 )
text = "GAME OVER"
align = 1
[node name="RestartButton" type="Button" parent="Control"]
margin_left = 194.0
margin_top = 150.0
margin_right = 338.0
margin_bottom = 180.0
custom_fonts/font = SubResource( 2 )
custom_styles/hover = SubResource( 3 )
text = "REINICIAR"
[connection signal="pressed" from="Control/RestartButton" to="." method="_on_restart_button_pressed"]

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@ -1,8 +0,0 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "GameOverScreen"
class_name = "GameOverScreen"
library = ExtResource( 1 )

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@ -16,6 +16,7 @@ func _ready() -> void:
$AnimatedSprite.flip_h = true
$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
$FloorChecker.enabled = detect_edges
Event.connect("level_loaded", self, "_on_level_loaded")
func _physics_process(_delta: float) -> void:
@ -33,6 +34,13 @@ func _physics_process(_delta: float) -> void:
if collision.collider.name == "Player":
emit_signal("player_touched")
Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
func squash() -> void:
Event.emit_signal("object_removed", self.get_name())
queue_free()
func _on_level_loaded() -> void:
Event.emit_signal("object_created", self.get_name(), "Walking", global_position, Vector2(0, 0))

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@ -22,6 +22,8 @@ func _ready() -> void:
if direction == 1:
$AnimatedSprite.flip_h = true
Event.connect("level_loaded", self, "_on_level_loaded")
func _physics_process(delta: float) -> void:
if $LeftWallChecker.is_colliding():
@ -29,17 +31,18 @@ func _physics_process(delta: float) -> void:
elif $RightWallChecker.is_colliding():
wall_checker_collided($RightWallChecker)
var velocity: Vector2 = Vector2(0, 0)
if not follow_path:
var target_position = position
target_position.x *= 2 * direction
position = position.move_toward(target_position, round(speed * delta))
var velocity = get_velocity_towards_target(delta)
velocity = get_velocity_towards_target(delta)
var collision = move_and_collide(velocity, true, true, true)
if collision and collision.collider.name != "Player":
var _collision = move_and_collide(velocity)
else:
var velocity = get_velocity_towards_target(delta)
velocity = get_velocity_towards_target(delta)
var collision = move_and_collide(velocity, true, true, true)
if collision and collision.collider.name != "Player":
@ -60,6 +63,8 @@ func _physics_process(delta: float) -> void:
elif start_position.x + target.x < position.x:
$AnimatedSprite.flip_h = false
Event.emit_signal("object_updated", self.get_name(), "Flying", global_position, velocity)
func get_velocity_towards_target(delta: float) -> Vector2:
var velocity = Vector2(0, 0)
@ -80,3 +85,7 @@ func wall_checker_collided(wall_checker: RayCast2D) -> void:
emit_signal("player_touched")
direction *= -1
$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
func _on_level_loaded() -> void:
Event.emit_signal("object_created", self.get_name(), "Flying", global_position, Vector2(0, 0))

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@ -11,9 +11,14 @@ export var fall_speed = 75.0
var return_to_start: bool = false
func _ready() -> void:
Event.connect("level_loaded", self, "_on_level_loaded")
func _physics_process(delta: float) -> void:
if return_to_start:
position = position.move_toward(start_position, speed * delta)
Event.emit_signal("object_updated", self.get_name(), "Rising", global_position, velocity)
else:
var collision = move_and_collide(Vector2(0, (position.y + fall_speed) * delta))
if collision:
@ -21,7 +26,12 @@ func _physics_process(delta: float) -> void:
$AnimatedSprite.play("normal")
if collision.collider.name == "Player":
emit_signal("player_touched")
Event.emit_signal("object_updated", self.get_name(), "Falling", global_position, velocity)
if position.y <= start_position.y:
return_to_start = false
$AnimatedSprite.play("angry")
func _on_level_loaded() -> void:
Event.emit_signal("object_created", self.get_name(), "Falling", global_position, Vector2(0, 0))

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@ -1,10 +1,8 @@
extends Node
signal monitor_loaded()
export var monitor_enabled: bool = false
export var debug: bool = false
export var development_url: String = "http://localhost:4050/api/v1"
var url_real: String = "https://alai.cromer.cl/api/v1"
export var use_development_url: bool = false
@ -53,7 +51,11 @@ func _ready() -> void:
Event.connect("object_created", self, "_object_created")
Event.connect("object_updated", self, "_object_updated")
Event.connect("object_removed", self, "_object_removed")
Event.connect("game_started", self, "_on_game_started")
Event.connect("player_died", self, "_on_game_over")
Event.connect("player_won", self, "_on_game_won")
Event.connect("coin_collected", self, "_on_coin_update")
game_version = get_parent().game_version
player["rut"] = ""
@ -108,7 +110,7 @@ func _physics_process(_delta: float) -> void:
if monitor_enabled:
if has_node("MonitorGUI") and not $MonitorGUI.visible:
$MonitorGUI.visible = true
emit_signal("monitor_loaded")
Event.emit_signal("monitor_loaded")
if started and not get_tree().paused:
var frame = empty_frame.duplicate(true)
@ -130,13 +132,14 @@ func _physics_process(_delta: float) -> void:
start_monitor()
else:
get_tree().paused = false
emit_signal("monitor_loaded")
Event.emit_signal("monitor_loaded")
queue_free()
func _on_input_validated(validated_player: Dictionary) -> void:
$MonitorGUI.queue_free()
get_tree().paused = false
Event.emit_signal("game_started")
player = validated_player.duplicate(true)
game["player"] = player
@ -188,6 +191,7 @@ func remove_object(name: String) -> void:
for i in range(0, objects.size()):
if objects[i]["name"] == name:
objects.remove(i)
return
func _on_coin_update(amount: int) -> void:
@ -219,7 +223,16 @@ func send_data() -> void:
print("Body B: " + String(body.length()))
print("Body MB: " + String(body.length() / pow(2, 20)))
$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
if not debug:
$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
else:
var file = File.new()
if file.open("user://game.json", File.WRITE) != 0:
print_debug("Could not open game.json for writing!")
return
file.store_string(json)
file.close()
func compress_payload(payload: String) -> String:
@ -231,3 +244,21 @@ func compress_payload(payload: String) -> String:
return new_payload
func _on_game_started() -> void:
print_debug("started game")
if not started:
start_monitor()
func _on_game_over() -> void:
if started:
stop_monitor()
game["won"] = false
send_data()
func _on_game_won() -> void:
if started:
stop_monitor()
game["won"] = true
send_data()

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@ -2,6 +2,9 @@
void alai::Event::_register_methods()
{
godot::register_signal<Event>("game_started");
godot::register_signal<Event>("monitor_loaded");
godot::register_signal<Event>("level_loaded");
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);

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@ -1,5 +1,7 @@
#include "Main.h"
#include "Event.h"
#include <SceneTree.hpp>
void alai::Main::_register_methods()
@ -86,24 +88,21 @@ void alai::Main::_ready()
void alai::Main::_on_monitor_loaded()
{
if (level != nullptr)
{
auto level_node = load_level();
connect("monitor_loaded", level_node->get_child(0)->find_node("Player", true, false), "_on_monitor_loaded");
emit_signal("monitor_loaded");
}
load_level();
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("level_loaded");
}
void alai::Main::load_monitor()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("monitor_loaded", this, "_on_monitor_loaded");
godot::Ref<godot::PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
add_child(monitor_scene->instance());
auto monitor = get_node("Monitor");
monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
get_tree()->set_pause(true);
}
godot::Node *alai::Main::load_level()
void alai::Main::load_level()
{
if (level != nullptr)
{
@ -111,9 +110,7 @@ godot::Node *alai::Main::load_level()
auto loaded_level = level->instance();
auto level_node = get_node("Level");
level_node->add_child(loaded_level);
return level_node;
}
return nullptr;
}
void alai::Main::_physics_process(float delta)

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@ -224,9 +224,8 @@ namespace alai
/**
* @brief Loads the selected level.
*
* @return Node* The level node which we will later add the monitor to.
*/
Node *load_level();
void load_level();
};
}

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@ -1,4 +1,5 @@
#include "gui/game_over/GameOverScreen.h"
#include "Event.h"
#include <PackedScene.hpp>
@ -11,6 +12,7 @@ void alai::GameOverScreen::_register_methods()
{
godot::register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
godot::register_method("_ready", &GameOverScreen::_ready);
godot::register_method("restart_game", &GameOverScreen::restart_game);
godot::register_method("connect_signal", &GameOverScreen::connect_signal);
godot::register_method("_on_player_died", &GameOverScreen::_on_player_died);
}
@ -45,7 +47,7 @@ void alai::GameOverScreen::_on_restart_button_pressed()
{
level_node->add_child(level);
set_visible(false);
call_deferred("connect_signal");
call_deferred("restart_game");
}
else
{
@ -79,6 +81,13 @@ void alai::GameOverScreen::_on_player_died()
}
}
void alai::GameOverScreen::restart_game()
{
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("game_started");
connect_signal();
}
void alai::GameOverScreen::connect_signal()
{
auto event = get_node<alai::Event>("/root/Event");

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@ -52,6 +52,7 @@ namespace alai
void _ready();
void _on_player_died();
void _on_restart_button_pressed();
void restart_game();
void connect_signal();
};
}

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@ -1,4 +1,5 @@
#include "gui/game_won/GameWonScreen.h"
#include "Event.h"
#include <SceneTree.hpp>

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@ -19,7 +19,7 @@ void alai::player::Player::_register_methods()
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_method("_on_level_loaded", &Player::_on_level_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);
@ -51,11 +51,16 @@ void alai::player::Player::_init()
coins = 0;
notifier_initialized = false;
velocity = godot::Vector2();
}
void alai::player::Player::_ready()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("level_loaded", this, "_on_level_loaded");
animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (!animated_sprite)
{
@ -77,7 +82,7 @@ void alai::player::Player::_ready()
}
}
void alai::player::Player::_on_monitor_loaded() {
void alai::player::Player::_on_level_loaded() {
auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr)
{
@ -186,10 +191,17 @@ void alai::player::Player::_physics_process(float delta)
auto notifier = get_node<godot::VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
if (notifier != nullptr)
{
if (!notifier->is_on_screen())
if (notifier->is_inside_tree() && !notifier->is_on_screen())
{
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
// The first time the notifier is checked always returns false in the first frame
// So skip the check from the first frame
if (notifier_initialized) {
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
}
else {
notifier_initialized = true;
}
}
}
else

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@ -117,6 +117,11 @@ namespace alai
*
*/
bool double_jump;
/**
* @brief If the notifier for the player being on screen has been initialized or not.
*
*/
bool notifier_initialized;
public:
/**
@ -284,7 +289,7 @@ namespace alai
* @brief Called when the monitor is loaded to connect the player to it for tracking.
*
*/
void _on_monitor_loaded();
void _on_level_loaded();
};
}
}