Merge pull request 'develop' (#55) from develop into master

Reviewed-on: #55
This commit is contained in:
Chris Cromer 2022-10-10 21:57:13 -03:00
commit 298a21d516
36 changed files with 390 additions and 168 deletions

220
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@ -8,7 +8,7 @@
[node name="Main" type="Node"] [node name="Main" type="Node"]
pause_mode = 2 pause_mode = 2
script = ExtResource( 1 ) script = ExtResource( 1 )
game_version = "1.0.0" game_version = "1.1.0"
level = ExtResource( 2 ) level = ExtResource( 2 )
[node name="Level" type="Node" parent="."] [node name="Level" type="Node" parent="."]

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@ -2,6 +2,7 @@ extends Node
export var monitor_enabled: bool = false export var monitor_enabled: bool = false
export var anonymous: bool = true
export var debug: bool = false export var debug: bool = false
export var development_url: String = "http://localhost:4050/api/v1" export var development_url: String = "http://localhost:4050/api/v1"
var url_real: String = "https://alai.cromer.cl/api/v1" var url_real: String = "https://alai.cromer.cl/api/v1"
@ -58,6 +59,7 @@ func _ready() -> void:
game_version = get_parent().game_version game_version = get_parent().game_version
if not anonymous:
player["rut"] = "" player["rut"] = ""
player["name"] = "" player["name"] = ""
player["email"] = "" player["email"] = ""
@ -82,6 +84,7 @@ func _ready() -> void:
else: else:
os_id = 0 os_id = 0
if not anonymous:
game["player"] = player game["player"] = player
game["level_id"] = 0 game["level_id"] = 0
game["os_id"] = os_id game["os_id"] = os_id
@ -108,6 +111,12 @@ func _ready() -> void:
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
if monitor_enabled: if monitor_enabled:
if anonymous and has_node("MonitorGUI"):
$MonitorGUI.queue_free()
Event.emit_signal("monitor_loaded")
get_tree().paused = false
start_monitor()
else:
if has_node("MonitorGUI") and not $MonitorGUI.visible: if has_node("MonitorGUI") and not $MonitorGUI.visible:
$MonitorGUI.visible = true $MonitorGUI.visible = true
Event.emit_signal("monitor_loaded") Event.emit_signal("monitor_loaded")
@ -124,11 +133,11 @@ func _physics_process(_delta: float) -> void:
frames.append(frame) frames.append(frame)
if Input.is_action_just_pressed("Send"): if debug and Input.is_action_just_pressed("Send"):
stop_monitor() stop_monitor()
send_data() send_data()
else: else:
if Input.is_action_just_pressed("Send"): if debug and Input.is_action_just_pressed("Send"):
start_monitor() start_monitor()
else: else:
get_tree().paused = false get_tree().paused = false
@ -137,11 +146,13 @@ func _physics_process(_delta: float) -> void:
func _on_input_validated(validated_player: Dictionary) -> void: func _on_input_validated(validated_player: Dictionary) -> void:
if not anonymous:
$MonitorGUI.queue_free() $MonitorGUI.queue_free()
get_tree().paused = false get_tree().paused = false
Event.emit_signal("game_started") Event.emit_signal("game_started")
player = validated_player.duplicate(true) player = validated_player.duplicate(true)
game["player"] = player game["player"] = player
start_monitor()
func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void: func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void:

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@ -49,5 +49,5 @@ namespace alai
*/ */
void _ready(); void _ready();
}; };
} } // namespace alai
#endif #endif

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@ -12,7 +12,6 @@ void alai::Event::_register_methods()
godot::register_signal<Event>("player_died"); godot::register_signal<Event>("player_died");
godot::register_signal<Event>("player_won"); godot::register_signal<Event>("player_won");
godot::register_signal<Event>("player_touched", "damage", GODOT_VARIANT_TYPE_INT); godot::register_signal<Event>("player_touched", "damage", GODOT_VARIANT_TYPE_INT);
} }
alai::Event::Event() alai::Event::Event()

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@ -15,6 +15,7 @@ namespace alai
class Event : public godot::Node class Event : public godot::Node
{ {
GODOT_CLASS(Event, godot::Node) GODOT_CLASS(Event, godot::Node)
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
@ -42,6 +43,6 @@ namespace alai
*/ */
void _init(); void _init();
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "Main.h"
#include "Event.h" #include "Event.h"
#include "Main.h"
#include <SceneTree.hpp> #include <SceneTree.hpp>
@ -66,8 +65,7 @@ void alai::Main::_ready()
{ {
_os->set_window_size(window_size); _os->set_window_size(window_size);
_os->set_window_position( _os->set_window_position(
_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5 _os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5);
);
} }
success = _project_settings->load_resource_pack("crt.pck"); success = _project_settings->load_resource_pack("crt.pck");

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@ -1,7 +1,6 @@
#ifndef ALAI_MAIN_H #ifndef ALAI_MAIN_H
#define ALAI_MAIN_H #define ALAI_MAIN_H
#include <string>
#include <Godot.hpp> #include <Godot.hpp>
#include <Input.hpp> #include <Input.hpp>
#include <Node.hpp> #include <Node.hpp>
@ -10,6 +9,7 @@
#include <ProjectSettings.hpp> #include <ProjectSettings.hpp>
#include <Ref.hpp> #include <Ref.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
#include <string>
/** /**
* @brief This is the alai namespace for all the code included in the game. * @brief This is the alai namespace for all the code included in the game.
@ -227,6 +227,6 @@ namespace alai
*/ */
void load_level(); void load_level();
}; };
} } // namespace alai
#endif #endif

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@ -1,9 +1,8 @@
#include "Event.h"
#include "coin/CoinCollected.h" #include "coin/CoinCollected.h"
#include "Event.h"
#include <AudioStreamPlayer.hpp>
#include <AnimationPlayer.hpp> #include <AnimationPlayer.hpp>
#include <AudioStreamPlayer.hpp>
void alai::CoinCollected::_register_methods() void alai::CoinCollected::_register_methods()
{ {

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@ -68,6 +68,6 @@ namespace alai
*/ */
void _on_animation_finished(godot::String anim_name); void _on_animation_finished(godot::String anim_name);
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "coin/CoinCounter.h"
#include "Event.h" #include "Event.h"
#include "coin/CoinCounter.h"
#include <String.hpp> #include <String.hpp>
@ -43,7 +42,8 @@ void alai::CoinCounter::_on_coin_collected(int amount)
{ {
coin_string = "0" + godot::String::num(coins); coin_string = "0" + godot::String::num(coins);
} }
else{ else
{
coin_string = godot::String::num(coins); coin_string = godot::String::num(coins);
} }
set_text(coin_string); set_text(coin_string);

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@ -52,9 +52,8 @@ namespace alai
void _on_CoinHUD_ready(); void _on_CoinHUD_ready();
void _on_coin_collected(int amount); void _on_coin_collected(int amount);
void _ready(); void _ready();
}; };
} } // namespace alai
#endif #endif

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@ -69,6 +69,6 @@ namespace alai
*/ */
void _on_body_entered(Node *node); void _on_body_entered(Node *node);
}; };
} } // namespace alai
#endif #endif

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@ -69,6 +69,6 @@ namespace alai
*/ */
void _on_Goal_body_entered(Node *node); void _on_Goal_body_entered(Node *node);
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "goal/GoalReached.h"
#include "Event.h" #include "Event.h"
#include "goal/GoalReached.h"
#include <Area2D.hpp> #include <Area2D.hpp>

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@ -67,6 +67,6 @@ namespace alai
* *
*/ */
}; };
} } // namespace alai
#endif #endif

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@ -1,22 +1,22 @@
#include <Godot.hpp>
#include "Event.h"
#include "state_machine/StateMachine.h"
#include "state_machine/State.h"
#include "Main.h"
#include "CameraLimit.h" #include "CameraLimit.h"
#include "player/Player.h" #include "Event.h"
#include "player/states/PlayerIdle.h" #include "Main.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/CoinCollected.h"
#include "coin/CoinCounter.h" #include "coin/CoinCounter.h"
#include "goal/GoalReached.h" #include "coin/CoinNotCollected.h"
#include "goal/GoalNotReached.h" #include "goal/GoalNotReached.h"
#include "goal/GoalReached.h"
#include "gui/game_over/GameOverScreen.h" #include "gui/game_over/GameOverScreen.h"
#include "gui/game_won/GameWonScreen.h" #include "gui/game_won/GameWonScreen.h"
#include "player/Player.h"
#include "player/states/PlayerFall.h"
#include "player/states/PlayerIdle.h"
#include "player/states/PlayerJump.h"
#include "player/states/PlayerMove.h"
#include "state_machine/State.h"
#include "state_machine/StateMachine.h"
#include <Godot.hpp>
/** /**
* @brief This function connects the gdnative init function. * @brief This function connects the gdnative init function.

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@ -1,6 +1,5 @@
#include "gui/game_over/GameOverScreen.h"
#include "Event.h" #include "Event.h"
#include "gui/game_over/GameOverScreen.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>
#include <PackedScene.hpp> #include <PackedScene.hpp>

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@ -5,7 +5,6 @@
#include <Godot.hpp> #include <Godot.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
namespace alai namespace alai
{ {
/** /**
@ -57,6 +56,6 @@ namespace alai
void connect_signal(); void connect_signal();
void _on_visibility_changed(); void _on_visibility_changed();
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "gui/game_won/GameWonScreen.h"
#include "Event.h" #include "Event.h"
#include "gui/game_won/GameWonScreen.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>
#include <SceneTree.hpp> #include <SceneTree.hpp>

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@ -47,6 +47,6 @@ namespace alai
void connect_signal(); void connect_signal();
void _on_visibility_changed(); void _on_visibility_changed();
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/Player.h"
#include "Event.h" #include "Event.h"
#include "player/Player.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>
#include <Camera2D.hpp> #include <Camera2D.hpp>
@ -83,7 +82,8 @@ void alai::player::Player::_ready()
} }
} }
void alai::player::Player::_on_level_loaded() { void alai::player::Player::_on_level_loaded()
{
auto state = get_node("StateMachine")->get_child(0); auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr) if (state != nullptr)
{ {
@ -176,7 +176,8 @@ void alai::player::Player::_physics_process(float delta)
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.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); 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 { else
{
WARN_PRINT("Could not clamp player based on sprite frame size!"); WARN_PRINT("Could not clamp player based on sprite frame size!");
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2)); 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)); position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
@ -196,11 +197,13 @@ void alai::player::Player::_physics_process(float delta)
{ {
// The first time the notifier is checked always returns false in the first frame // The first time the notifier is checked always returns false in the first frame
// So skip the check from the first frame // So skip the check from the first frame
if (notifier_initialized) { if (notifier_initialized)
{
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died"); event->emit_signal("player_died");
} }
else { else
{
notifier_initialized = true; notifier_initialized = true;
} }
} }

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@ -291,7 +291,7 @@ namespace alai
*/ */
void _on_level_loaded(); void _on_level_loaded();
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerFall.h"
#include "player/Player.h" #include "player/Player.h"
#include "player/states/PlayerFall.h"
void alai::player::PlayerFall::_register_methods() void alai::player::PlayerFall::_register_methods()
{ {

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@ -78,7 +78,7 @@ namespace alai
*/ */
void _physics_process(float delta); void _physics_process(float delta);
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerIdle.h"
#include "player/Player.h" #include "player/Player.h"
#include "player/states/PlayerIdle.h"
void alai::player::PlayerIdle::_register_methods() void alai::player::PlayerIdle::_register_methods()
{ {

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@ -77,7 +77,7 @@ namespace alai
*/ */
void _physics_process(float delta); void _physics_process(float delta);
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerJump.h"
#include "player/Player.h" #include "player/Player.h"
#include "player/states/PlayerJump.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>

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@ -85,7 +85,7 @@ namespace alai
*/ */
void _physics_process(float delta); void _physics_process(float delta);
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerMove.h"
#include "player/Player.h" #include "player/Player.h"
#include "player/states/PlayerMove.h"
void alai::player::PlayerMove::_register_methods() void alai::player::PlayerMove::_register_methods()
{ {

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@ -3,9 +3,9 @@
#include "state_machine/State.h" #include "state_machine/State.h"
#include <AnimatedSprite.hpp>
#include <Godot.hpp> #include <Godot.hpp>
#include <Input.hpp> #include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace alai namespace alai
{ {
@ -77,7 +77,7 @@ namespace alai
*/ */
void _physics_process(float delta); void _physics_process(float delta);
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -98,6 +98,6 @@ namespace alai
*/ */
virtual StateMachine *get_state_machine() final; virtual StateMachine *get_state_machine() final;
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "state_machine/StateMachine.h"
#include "state_machine/State.h" #include "state_machine/State.h"
#include "state_machine/StateMachine.h"
void alai::StateMachine::_register_methods() void alai::StateMachine::_register_methods()
{ {
@ -83,7 +82,8 @@ void alai::StateMachine::setup()
{ {
this->call("_state_enter", get_current_state()); this->call("_state_enter", get_current_state());
} }
else { else
{
WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!"); WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
} }
} }

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@ -257,6 +257,6 @@ namespace alai
return _call(method, godot::Array::make(args...)); return _call(method, godot::Array::make(args...));
} }
}; };
} } // namespace alai
#endif #endif