Get monitor working and communicating with backend
This commit is contained in:
12
src/Main.cpp
12
src/Main.cpp
@@ -9,6 +9,7 @@ void Main::_register_methods()
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{
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register_method("_ready", &Main::_ready);
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register_method("_physics_process", &Main::_physics_process);
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register_property<Main, String>("game_version", &Main::set_game_version, &Main::get_game_version, String(main::game_version.c_str()));
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register_property<Main, Ref<PackedScene>>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("PackedScene"));
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register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
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register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
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@@ -28,6 +29,7 @@ void Main::_init()
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_os = OS::get_singleton();
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_input = Input::get_singleton();
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game_version = String(main::game_version.c_str());
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full_screen = main::full_screen;
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window_size = main::window_size;
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launch_screen = main::launch_screen;
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@@ -71,6 +73,16 @@ Ref<PackedScene> Main::get_level()
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return this->level;
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}
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void Main::set_game_version(String game_version)
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{
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this->game_version = game_version;
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}
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String Main::get_game_version()
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{
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return this->game_version;
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}
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void Main::set_full_screen(bool full_screen)
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{
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this->full_screen = full_screen;
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25
src/Main.h
25
src/Main.h
@@ -1,6 +1,7 @@
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#ifndef ALAI_MAIN_H
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#define ALAI_MAIN_H
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#include <string>
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#include <Godot.hpp>
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#include <Node.hpp>
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#include <OS.hpp>
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@@ -21,6 +22,11 @@ namespace godot
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*/
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namespace main
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{
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/**
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* @brief The default value for the game version.
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*
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*/
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const std::string game_version = "0.1.0";
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/**
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* @brief The default value for if the game should start in full screen.
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*
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@@ -64,6 +70,11 @@ namespace godot
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*
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*/
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Ref<PackedScene> level;
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/**
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* @brief The current version of the game.
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*
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*/
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String game_version;
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/**
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* @brief If the window is full screen or not.
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*
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@@ -137,6 +148,20 @@ namespace godot
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*/
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Ref<PackedScene> get_level();
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/**
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* @brief Set the game version object.
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*
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* @param[in] game_version The new version fo the game.
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*/
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void set_game_version(String game_version);
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/**
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* @brief Get the game version object.
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*
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* @return String The current version of the game.
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*/
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String get_game_version();
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/**
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* @brief Set the full screen object.
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*
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@@ -5,6 +5,7 @@
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#include <VisibilityNotifier2D.hpp>
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#include <SceneTree.hpp>
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#include <Texture.hpp>
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#include <Viewport.hpp>
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using namespace godot;
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using namespace player;
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@@ -21,6 +22,9 @@ void Player::_register_methods()
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register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
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register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
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register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
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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);
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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);
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register_signal<Player>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
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}
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Player::Player()
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@@ -58,7 +62,6 @@ void Player::_ready()
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//animated_sprite->set_sprite_frames(sprite_frames);
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auto node = get_parent()->find_node("Middleground");
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if (node != nullptr)
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{
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auto tile_map = Object::cast_to<TileMap>(node);
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@@ -69,6 +72,27 @@ void Player::_ready()
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{
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WARN_PRINT("Middleground not found!");
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}
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auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor");
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if (object_node != nullptr)
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{
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auto state = get_node("StateMachine")->get_child(0);
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if (state != nullptr)
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{
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connect("object_created", object_node, "_object_created");
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connect("object_updated", object_node, "_object_updated");
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connect("object_removed", object_node, "_object_removed");
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emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity);
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}
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else
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{
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WARN_PRINT("State not found!");
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}
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}
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else
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{
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WARN_PRINT("Data not found!");
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}
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}
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void Player::_physics_process(float delta)
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@@ -110,6 +134,16 @@ void Player::_physics_process(float delta)
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}
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}
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}
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auto state = get_node("StateMachine")->get_child(0);
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if (state != nullptr)
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{
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emit_signal("object_updated", this->get_name(), state->get_name(), get_global_position(), velocity);
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}
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else
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{
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WARN_PRINT("State not found!");
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}
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}
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void Player::set_sprite_frames(Ref<SpriteFrames> sprite_frames)
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