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"]
pause_mode = 2
script = ExtResource( 1 )
game_version = "1.0.0"
game_version = "1.1.0"
level = ExtResource( 2 )
[node name="Level" type="Node" parent="."]

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

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@ -11,7 +11,7 @@ namespace alai
*
* @details The camera will be limited based on the used width and height of the Middleground tilemap.
*/
class CameraLimit: public godot::Node2D
class CameraLimit : public godot::Node2D
{
GODOT_CLASS(CameraLimit, godot::Node2D)
@ -49,5 +49,5 @@ namespace alai
*/
void _ready();
};
}
} // namespace alai
#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_won");
godot::register_signal<Event>("player_touched", "damage", GODOT_VARIANT_TYPE_INT);
}
alai::Event::Event()

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

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@ -1,6 +1,5 @@
#include "Main.h"
#include "Event.h"
#include "Main.h"
#include <SceneTree.hpp>
@ -66,8 +65,7 @@ void alai::Main::_ready()
{
_os->set_window_size(window_size);
_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");
@ -153,7 +151,7 @@ bool alai::Main::get_full_screen()
void alai::Main::set_window_size(godot::Vector2 window_size)
{
this-> window_size = window_size;
this->window_size = window_size;
}
godot::Vector2 alai::Main::get_window_size()

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

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

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

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

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

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

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

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

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@ -67,6 +67,6 @@ namespace alai
*
*/
};
}
} // namespace alai
#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 "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 "Event.h"
#include "Main.h"
#include "coin/CoinCollected.h"
#include "coin/CoinCounter.h"
#include "goal/GoalReached.h"
#include "coin/CoinNotCollected.h"
#include "goal/GoalNotReached.h"
#include "goal/GoalReached.h"
#include "gui/game_over/GameOverScreen.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.

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

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

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

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

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@ -1,6 +1,5 @@
#include "player/Player.h"
#include "Event.h"
#include "player/Player.h"
#include <AudioStreamPlayer.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);
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.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!");
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));
@ -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
// So skip the check from the first frame
if (notifier_initialized) {
if (notifier_initialized)
{
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
}
else {
else
{
notifier_initialized = true;
}
}

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

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

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

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

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

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

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

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

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

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

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@ -1,6 +1,5 @@
#include "state_machine/StateMachine.h"
#include "state_machine/State.h"
#include "state_machine/StateMachine.h"
void alai::StateMachine::_register_methods()
{
@ -54,7 +53,7 @@ void alai::StateMachine::setup()
if (children.size() > 0)
{
WARN_PRINT("The state machine doesn't have a default state set, using first child!");
auto child = Object::cast_to<Node>(children[0].operator Object*());
auto child = Object::cast_to<Node>(children[0].operator Object * ());
set_current_state(child->get_name());
}
else
@ -66,7 +65,7 @@ void alai::StateMachine::setup()
for (uint8_t i = 0; i < children.size(); i++)
{
auto child = Object::cast_to<Node>(children[i].operator Object*());
auto child = Object::cast_to<Node>(children[i].operator Object * ());
child->call("set_state_machine", this);
@ -83,7 +82,8 @@ void alai::StateMachine::setup()
{
this->call("_state_enter", get_current_state());
}
else {
else
{
WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
}
}
@ -93,7 +93,7 @@ void alai::StateMachine::add_states()
auto children = get_children();
for (uint8_t i = 0; i < children.size(); i++)
{
auto child = Object::cast_to<Node>(children[i].operator Object*());
auto child = Object::cast_to<Node>(children[i].operator Object * ());
add_state(child->get_name(), child);
}
}
@ -120,7 +120,7 @@ bool alai::StateMachine::has(const godot::String state)
return states.has(state);
}
void alai::StateMachine::restart(const godot::String state, const godot::Array& args)
void alai::StateMachine::restart(const godot::String state, const godot::Array &args)
{
this->call("_state_exit", state, args);
this->call("_state_enter", state, args);
@ -162,7 +162,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
if (get_current_state() != "")
{
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
if (child != nullptr)
{
this->remove_child(child);
@ -175,7 +175,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
}
set_current_state(state);
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
this->add_child(child);
state_node = Object::cast_to<Node>(this->states[get_current_state()]);
@ -204,7 +204,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
godot::Variant alai::StateMachine::call(const godot::String method, const godot::Array &args)
{
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*());
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
if (node)
{
if (node->has_method(method))
@ -269,7 +269,7 @@ void alai::StateMachine::_on_StateMachine_tree_exiting()
auto keys = states.keys();
for (uint8_t i = 0; i < keys.size(); i++)
{
auto child = Object::cast_to<Node>(states[keys[i]].operator Object*());
auto child = Object::cast_to<Node>(states[keys[i]].operator Object * ());
if (child)
{
auto children = get_children();

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@ -126,7 +126,7 @@ namespace alai
* @param[in] state The state that is being restarted.
* @param[in] args The arguments to pass to the state on exit and enter.
*/
void restart(const godot::String state, const godot::Array& args = godot::Array());
void restart(const godot::String state, const godot::Array &args = godot::Array());
/**
* @brief Change to a different state.
@ -214,7 +214,7 @@ namespace alai
* @param[in] state The state being restarted.
* @param[in] args The arguments to pass when restarting.
*/
template <class ...Args> void restart(const godot::String state, Args ...args)
template<class... Args> void restart(const godot::String state, Args... args)
{
return restart(state, godot::Array::make(args...));
}
@ -226,7 +226,7 @@ namespace alai
* @param[in] state The state to change to.
* @param[in] args The arguments to pass to the new state.
*/
template <class ...Args> void change(const godot::String state, Args ...args)
template<class... Args> void change(const godot::String state, Args... args)
{
return change(state, godot::Array::make(args...));
}
@ -239,7 +239,7 @@ namespace alai
* @param[in] args The arguments to pass to it.
* @return Variant The Variant object returned by the method called.
*/
template <class ...Args> godot::Variant call(const godot::String method, Args ...args)
template<class... Args> godot::Variant call(const godot::String method, Args... args)
{
return call(method, godot::Array::make(args...));
}
@ -252,11 +252,11 @@ namespace alai
* @param[in] args The arguments to pass.
* @return Variant The Variant object returned by the method called.
*/
template <class ...Args> godot::Variant _call(const godot::String method, Args ...args)
template<class... Args> godot::Variant _call(const godot::String method, Args... args)
{
return _call(method, godot::Array::make(args...));
}
};
}
} // namespace alai
#endif