diff --git a/src/coin/CoinCollected.cpp b/src/coin/CoinCollected.cpp index 22a65b8..5c30b82 100644 --- a/src/coin/CoinCollected.cpp +++ b/src/coin/CoinCollected.cpp @@ -1,55 +1,48 @@ #include "coin/CoinCollected.h" -#include + #include "Event.h" -using namespace godot; +#include -void CoinCollected::_register_methods() +void alai::CoinCollected::_register_methods() { register_method("_state_enter", &CoinCollected::_state_enter); register_method("_state_exit", &CoinCollected::_state_exit); register_method("_on_animation_finished", &CoinCollected::_on_animation_finished); } -CoinCollected::CoinCollected() +alai::CoinCollected::CoinCollected() { } -CoinCollected::~CoinCollected() +alai::CoinCollected::~CoinCollected() { } -void CoinCollected::_init() +void alai::CoinCollected::_init() { - } -void CoinCollected::_state_enter() +void alai::CoinCollected::_state_enter() { auto node = get_parent()->find_node("AnimationPlayer"); if (node != nullptr) { - auto animation_player = Object::cast_to(node); + auto animation_player = Object::cast_to(node); animation_player->play("jump"); } } -void CoinCollected::_state_exit() +void alai::CoinCollected::_state_exit() { } -void CoinCollected::_on_animation_finished(String anim_name) +void alai::CoinCollected::_on_animation_finished(godot::String anim_name) { auto event = get_node("/root/Event"); event->emit_signal("coin_collected", 1); this->get_parent()->queue_free(); - - - // get_state_machine()->change("CoinCounter"); - } - - diff --git a/src/coin/CoinCollected.h b/src/coin/CoinCollected.h index 0e8f359..119acae 100644 --- a/src/coin/CoinCollected.h +++ b/src/coin/CoinCollected.h @@ -1,75 +1,73 @@ -#ifndef ALAI_COIN_COLLECTED -#define ALAI_COIN_COLLECTED +#ifndef ALAI_COIN_COIN_COLLECTED_H +#define ALAI_COIN_COIN_COLLECTED_H #include "state_machine/State.h" -#include -#include #include +#include -namespace godot +namespace alai { - /** - * @brief This class controls what happens when the Coin is in the collected state. - * - */ - class CoinCollected : public State - { - GODOT_CLASS(CoinCollected, State) + /** + * @brief This class controls what happens when the Coin is in the collected state. + * + */ + class CoinCollected : public alai::State + { + GODOT_CLASS(CoinCollected, alai::State) - private: - /** - * @brief The animated sprite of the Coin. - * - */ - AnimatedSprite *animated_sprite; + private: + /** + * @brief The animated sprite of the Coin. + * + */ + godot::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(); + 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 CoinCollected object. - * - */ - CoinCollected(); + /** + * @brief Construct a new CoinCollected object. + * + */ + CoinCollected(); - /** - * @brief Destroy the CoinCollected object. - * - */ - ~CoinCollected(); + /** + * @brief Destroy the CoinCollected object. + * + */ + ~CoinCollected(); - /** - * @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 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 collected state of the coin is entered. - * - */ - void _state_enter(); + /** + * @brief Called when the collected state of the coin is entered. + * + */ + void _state_enter(); - /** - * @brief Called when the collected state of the coin is exited. - * - */ - void _state_exit(); + /** + * @brief Called when the collected state of the coin is exited. + * + */ + void _state_exit(); - /** - * @brief Called when the animation of the collected coin has finished. - * - */ - void _on_animation_finished(String anim_name); - }; - + /** + * @brief Called when the animation of the collected coin has finished. + * + */ + void _on_animation_finished(godot::String anim_name); + }; } #endif diff --git a/src/coin/CoinCounter.cpp b/src/coin/CoinCounter.cpp index 7bcdbf0..667ea9e 100644 --- a/src/coin/CoinCounter.cpp +++ b/src/coin/CoinCounter.cpp @@ -1,43 +1,37 @@ #include "coin/CoinCounter.h" -#include -#include "coin/CoinCollected.h" -#include "Event.h" -using namespace godot; -void CoinCounter::_register_methods() +#include "Event.h" + +#include + +void alai::CoinCounter::_register_methods() { register_method("_on_coin_collected", &CoinCounter::_on_coin_collected); register_method("_ready", &CoinCounter::_ready); } -CoinCounter::CoinCounter() +alai::CoinCounter::CoinCounter() { } -CoinCounter::~CoinCounter() +alai::CoinCounter::~CoinCounter() { } -void CoinCounter::_init() +void alai::CoinCounter::_init() { - + coins = 0; } -void CoinCounter::_on_CoinHUD_ready() -{ - - -} -void CoinCounter::_on_coin_collected(int amount) +void alai::CoinCounter::_on_coin_collected(int amount) { coins = coins + amount; - set_text(String::num(coins)); + set_text(godot::String::num(coins)); } -void CoinCounter::_ready() + +void alai::CoinCounter::_ready() { set_text("0"); auto event = get_node("/root/Event"); event->connect("coin_collected", this, "_on_coin_collected"); - - } diff --git a/src/coin/CoinCounter.h b/src/coin/CoinCounter.h index 006aa93..8702887 100644 --- a/src/coin/CoinCounter.h +++ b/src/coin/CoinCounter.h @@ -1,62 +1,59 @@ -#ifndef ALAI_COIN_COUNTER -#define ALAI_COIN_COUNTER - +#ifndef ALAI_COIN_COIN_COUNTER_H +#define ALAI_COIN_COIN_COUNTER_H #include -#include #include -namespace godot +namespace alai { - /** - * @brief This class controls what happens when the Coin is in the collected . - * - */ - class CoinCounter : public Label - { - GODOT_CLASS(CoinCounter, Label) + /** + * @brief This class controls what happens when the Coin is in the collected . + * + */ + class CoinCounter : public godot::Label + { + GODOT_CLASS(CoinCounter, godot::Label) - private: - int coins = 0; + private: + int coins; + public: + /** + * @brief This method registers classes with Godot. + * + * @details This method registers methods, properties, and signals with the Godot engine. + */ + static void _register_methods(); - 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 CoinCounter object. + * + */ + CoinCounter(); - /** - * @brief Construct a new CoinCounter object. - * - */ - CoinCounter(); + /** + * @brief Destroy the CoinCounter object. + * + */ + ~CoinCounter(); - /** - * @brief Destroy the CoinCounter object. - * - */ - ~CoinCounter(); + /** + * @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 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 collected of the coin is entered. + * + */ - /** - * @brief Called when the collected of the coin is entered. - * - */ - - void _on_CoinHUD_ready(); - void _on_coin_collected(int amount); - void _ready(); - - }; + void _on_CoinHUD_ready(); + void _on_coin_collected(int amount); + void _ready(); + + }; } diff --git a/src/coin/CoinNotCollected.cpp b/src/coin/CoinNotCollected.cpp index cb7487b..c03aa0b 100644 --- a/src/coin/CoinNotCollected.cpp +++ b/src/coin/CoinNotCollected.cpp @@ -1,56 +1,46 @@ #include "coin/CoinNotCollected.h" + #include -using namespace godot; - - -void CoinNotCollected::_register_methods() +void alai::CoinNotCollected::_register_methods() { register_method("_state_enter", &CoinNotCollected::_state_enter); register_method("_state_exit", &CoinNotCollected::_state_exit); register_method("_on_body_entered", &CoinNotCollected::_on_body_entered); } -CoinNotCollected::CoinNotCollected() +alai::CoinNotCollected::CoinNotCollected() { } -CoinNotCollected::~CoinNotCollected() +alai::CoinNotCollected::~CoinNotCollected() { } -void CoinNotCollected::_init() +void alai::CoinNotCollected::_init() { - } -void CoinNotCollected::_state_enter() +void alai::CoinNotCollected::_state_enter() { - animated_sprite = get_parent()->get_node("AnimatedSprite"); + animated_sprite = get_parent()->get_node("AnimatedSprite"); animated_sprite->set_animation("spin"); animated_sprite->play(); } -void CoinNotCollected::_state_exit() +void alai::CoinNotCollected::_state_exit() { - } -void CoinNotCollected::_on_body_entered(Node *node) +void alai::CoinNotCollected::_on_body_entered(Node *node) { - Godot::print("Coin touched"); auto parent_node = get_parent(); if (parent_node != nullptr) { - auto coin = Object::cast_to(parent_node); + auto coin = Object::cast_to(parent_node); coin->set_collision_mask_bit(0, false); } get_state_machine()->change("CoinCollected"); - - } - - - diff --git a/src/coin/CoinNotCollected.h b/src/coin/CoinNotCollected.h index 4739cf0..1b3c5ff 100644 --- a/src/coin/CoinNotCollected.h +++ b/src/coin/CoinNotCollected.h @@ -1,76 +1,74 @@ -#ifndef ALAI_COIN_NOT_COLLECTED -#define ALAI_COIN_NOT_COLLECTED +#ifndef ALAI_COIN_COIN_NOT_COLLECTED_H +#define ALAI_COIN_COIN_NOT_COLLECTED_H #include "state_machine/State.h" -#include -#include #include +#include -namespace godot +namespace alai { - /** - * @brief This class controls what happens when the Coin is in the not collected state. - * - */ - class CoinNotCollected : public State - { - GODOT_CLASS(CoinNotCollected, State) + /** + * @brief This class controls what happens when the Coin is in the not collected state. + * + */ + class CoinNotCollected : public alai::State + { + GODOT_CLASS(CoinNotCollected, alai::State) - private: - /** - * @brief The animated sprite of the Coin. - * - */ - AnimatedSprite *animated_sprite; + private: + /** + * @brief The animated sprite of the Coin. + * + */ + godot::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(); + 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 CoinNotCollected object. - * - */ - CoinNotCollected(); + /** + * @brief Construct a new CoinNotCollected object. + * + */ + CoinNotCollected(); - /** - * @brief Destroy the CoinNotCollected object. - * - */ - ~CoinNotCollected(); + /** + * @brief Destroy the CoinNotCollected object. + * + */ + ~CoinNotCollected(); - /** - * @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 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 not collected state of the coin is entered. - * - */ - void _state_enter(); + /** + * @brief Called when the not collected state of the coin is entered. + * + */ + void _state_enter(); - /** - * @brief Called when the not collected state of the coin is exited. - * - */ - void _state_exit(); + /** + * @brief Called when the not collected state of the coin is exited. + * + */ + void _state_exit(); - /** - * @brief Method called on body entered. - * - * @param[in] node Node interacting with whoever - */ - void _on_body_entered(Node *node); - }; - + /** + * @brief Method called on body entered. + * + * @param[in] node Node interacting with whoever + */ + void _on_body_entered(Node *node); + }; } #endif diff --git a/src/goal/GoalNotReached.cpp b/src/goal/GoalNotReached.cpp index 4248066..08d55f3 100644 --- a/src/goal/GoalNotReached.cpp +++ b/src/goal/GoalNotReached.cpp @@ -1,55 +1,46 @@ #include "goal/GoalNotReached.h" + #include -using namespace godot; - - -void GoalNotReached::_register_methods() +void alai::GoalNotReached::_register_methods() { register_method("_state_enter", &GoalNotReached::_state_enter); register_method("_state_exit", &GoalNotReached::_state_exit); register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered); } -GoalNotReached::GoalNotReached() +alai::GoalNotReached::GoalNotReached() { } -GoalNotReached::~GoalNotReached() +alai::GoalNotReached::~GoalNotReached() { } -void GoalNotReached::_init() +void alai::GoalNotReached::_init() { - } -void GoalNotReached::_state_enter() +void alai::GoalNotReached::_state_enter() { - animated_sprite = get_parent()->get_node("AnimatedSprite"); + animated_sprite = get_parent()->get_node("AnimatedSprite"); animated_sprite->set_animation("flagmove"); animated_sprite->play(); } -void GoalNotReached::_state_exit() +void alai::GoalNotReached::_state_exit() { - } -void GoalNotReached::_on_Goal_body_entered(Node *node) +void alai::GoalNotReached::_on_Goal_body_entered(Node *node) { auto parent_node = get_parent(); if (parent_node != nullptr) { - auto goal = Object::cast_to(parent_node); + auto goal = Object::cast_to(parent_node); goal->set_collision_mask_bit(0, false); } - + get_state_machine()->change("GoalReached"); - - } - - - diff --git a/src/goal/GoalNotReached.h b/src/goal/GoalNotReached.h index 82c9628..e858261 100644 --- a/src/goal/GoalNotReached.h +++ b/src/goal/GoalNotReached.h @@ -1,76 +1,74 @@ -#ifndef ALAI_GOAL_NOT_REACHED -#define ALAI_GOAL_NOT_REACHED +#ifndef ALAI_GOAL_GOAL_NOT_REACHED_H +#define ALAI_GOAL_GOAL_NOT_REACHED_H #include "state_machine/State.h" -#include -#include #include +#include -namespace godot +namespace alai { - /** - * @brief This class controls what happens when the Coin is in the not collected state. - * - */ - class GoalNotReached : public State - { - GODOT_CLASS(GoalNotReached, State) + /** + * @brief This class controls what happens when the Coin is in the not collected state. + * + */ + class GoalNotReached : public alai::State + { + GODOT_CLASS(GoalNotReached, alai::State) - private: - /** - * @brief The animated sprite of the Coin. - * - */ - AnimatedSprite *animated_sprite; + private: + /** + * @brief The animated sprite of the Coin. + * + */ + godot::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(); + 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 GoalNotReached object. - * - */ - GoalNotReached(); + /** + * @brief Construct a new GoalNotReached object. + * + */ + GoalNotReached(); - /** - * @brief Destroy the GoalNotReached object. - * - */ - ~GoalNotReached(); + /** + * @brief Destroy the GoalNotReached object. + * + */ + ~GoalNotReached(); - /** - * @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 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 not collected state of the coin is entered. - * - */ - void _state_enter(); + /** + * @brief Called when the not collected state of the coin is entered. + * + */ + void _state_enter(); - /** - * @brief Called when the not collected state of the coin is exited. - * - */ - void _state_exit(); + /** + * @brief Called when the not collected state of the coin is exited. + * + */ + void _state_exit(); - /** - * @brief Method called on body entered. - * - * @param[in] node Node interacting with whoever - */ - void _on_Goal_body_entered(Node *node); - }; - + /** + * @brief Method called on body entered. + * + * @param[in] node Node interacting with whoever + */ + void _on_Goal_body_entered(Node *node); + }; } #endif diff --git a/src/goal/GoalReached.cpp b/src/goal/GoalReached.cpp index 239f1e4..06f882c 100644 --- a/src/goal/GoalReached.cpp +++ b/src/goal/GoalReached.cpp @@ -1,36 +1,30 @@ #include "goal/GoalReached.h" + #include -using namespace godot; - -void GoalReached::_register_methods() +void alai::GoalReached::_register_methods() { register_method("_state_enter", &GoalReached::_state_enter); register_method("_state_exit", &GoalReached::_state_exit); } -GoalReached::GoalReached() +alai::GoalReached::GoalReached() { } -GoalReached::~GoalReached() +alai::GoalReached::~GoalReached() { } -void GoalReached::_init() +void alai::GoalReached::_init() { - } -void GoalReached::_state_enter() +void alai::GoalReached::_state_enter() { - Godot::print("Flag touched"); - - + godot::Godot::print("Flag touched"); } -void GoalReached::_state_exit() +void alai::GoalReached::_state_exit() { - } - diff --git a/src/goal/GoalReached.h b/src/goal/GoalReached.h index 2c854bb..c86677d 100644 --- a/src/goal/GoalReached.h +++ b/src/goal/GoalReached.h @@ -1,74 +1,72 @@ -#ifndef ALAI_GOAL_REACHED -#define ALAI_GOAL_REACHED +#ifndef ALAI_GOAL_GOAL_REACHED_H +#define ALAI_GOAL_GOAL_REACHED_H #include "state_machine/State.h" -#include -#include #include +#include -namespace godot +namespace alai { - /** - * @brief This class controls what happens when the goal flag is in the reached state. - * - */ - class GoalReached : public State - { - GODOT_CLASS(GoalReached, State) + /** + * @brief This class controls what happens when the goal flag is in the reached state. + * + */ + class GoalReached : public alai::State + { + GODOT_CLASS(GoalReached, alai::State) - private: - /** - * @brief The animated sprite of the Coin. - * - */ - AnimatedSprite *animated_sprite; + private: + /** + * @brief The animated sprite of the Coin. + * + */ + godot::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(); + 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 GoalReached object. - * - */ - GoalReached(); + /** + * @brief Construct a new GoalReached object. + * + */ + GoalReached(); - /** - * @brief Destroy the GoalReached object. - * - */ - ~GoalReached(); + /** + * @brief Destroy the GoalReached object. + * + */ + ~GoalReached(); - /** - * @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 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 collected state of the coin is entered. - * - */ - void _state_enter(); + /** + * @brief Called when the collected state of the coin is entered. + * + */ + void _state_enter(); - /** - * @brief Called when the collected state of the coin is exited. - * - */ - void _state_exit(); + /** + * @brief Called when the collected state of the coin is exited. + * + */ + void _state_exit(); - /** - * @brief Called when the animation of the collected coin has finished. - * - */ - }; - + /** + * @brief Called when the animation of the collected coin has finished. + * + */ + }; } #endif diff --git a/src/godot.cpp b/src/godot.cpp index ca4934b..bb724e7 100644 --- a/src/godot.cpp +++ b/src/godot.cpp @@ -56,10 +56,10 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) godot::register_class(); godot::register_class(); godot::register_class(); - godot::register_class(); - godot::register_class(); - godot::register_class(); - godot::register_class(); - godot::register_class(); - godot::register_class(); + godot::register_class(); + godot::register_class(); + godot::register_class(); + godot::register_class(); + godot::register_class(); + godot::register_class(); } diff --git a/src/gui/game_over/GameOverScreen.cpp b/src/gui/game_over/GameOverScreen.cpp index 203558e..fc35153 100644 --- a/src/gui/game_over/GameOverScreen.cpp +++ b/src/gui/game_over/GameOverScreen.cpp @@ -1,54 +1,49 @@ #include "gui/game_over/GameOverScreen.h" #include "Event.h" -#include -#include #include -#include #include +#include +#include +#include #include - -using namespace godot; - -void GameOverScreen::_register_methods() +void alai::GameOverScreen::_register_methods() { - register_method("_on_botonreiniciar_pressed", &GameOverScreen::_on_botonreiniciar_pressed); + register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed); register_method("_ready", &GameOverScreen::_ready); register_method("connect_signal", &GameOverScreen::connect_signal); register_method("_on_player_died", &GameOverScreen::_on_player_died); } -GameOverScreen::GameOverScreen() +alai::GameOverScreen::GameOverScreen() { } -GameOverScreen::~GameOverScreen() +alai::GameOverScreen::~GameOverScreen() { } -void GameOverScreen::_init() +void alai::GameOverScreen::_init() { - _resource_loader = ResourceLoader::get_singleton(); - + _resource_loader = godot::ResourceLoader::get_singleton(); } -void GameOverScreen::_ready() +void alai::GameOverScreen::_ready() { connect_signal(); } -void GameOverScreen::_on_botonreiniciar_pressed() +void alai::GameOverScreen::_on_restart_button_pressed() { - if (_resource_loader->exists("res://levels/Prototype.tscn")) //CAMBIAR A DINAMICO + if (_resource_loader->exists("res://levels/Prototype.tscn")) { - Ref level_scene = _resource_loader->load("res://levels/Prototype.tscn"); + godot::Ref level_scene = _resource_loader->load("res://levels/Prototype.tscn"); auto level = level_scene->instance(); auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level"); if (level_node != nullptr) { - level_node->add_child(level); set_visible(false); call_deferred("connect_signal"); @@ -57,16 +52,13 @@ void GameOverScreen::_on_botonreiniciar_pressed() { WARN_PRINT("Node level not found!"); } - } - } -void GameOverScreen::_on_player_died() //eliminar nivel +void alai::GameOverScreen::_on_player_died() { auto event = get_node("/root/Event"); event->disconnect("player_died", this, "_on_player_died"); - Godot::print("player ded"); set_visible(true); auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level"); if (level_node != nullptr) @@ -74,6 +66,7 @@ void GameOverScreen::_on_player_died() //eliminar nivel auto child = level_node->get_child(0); if (child != nullptr) { + // Delete the currently active level from the tree. child->queue_free(); } else @@ -85,14 +78,10 @@ void GameOverScreen::_on_player_died() //eliminar nivel { WARN_PRINT("Node level not found!"); } - } -void GameOverScreen::connect_signal() +void alai::GameOverScreen::connect_signal() { auto event = get_node("/root/Event"); event->connect("player_died", this, "_on_player_died"); } - - - diff --git a/src/gui/game_over/GameOverScreen.h b/src/gui/game_over/GameOverScreen.h index 79c5ad9..892a316 100644 --- a/src/gui/game_over/GameOverScreen.h +++ b/src/gui/game_over/GameOverScreen.h @@ -1,62 +1,59 @@ #ifndef ALAI_GAME_OVER_SCREEN_H #define ALAI_GAME_OVER_SCREEN_H -#include #include +#include #include - -namespace godot +namespace alai { - /** - * @brief This class controls what happens when the Coin is in the collected . - * - */ - class GameOverScreen : public CanvasLayer - { - GODOT_CLASS(GameOverScreen, CanvasLayer) + /** + * @brief This class controls what happens when the Coin is in the collected . + * + */ + class GameOverScreen : public godot::CanvasLayer + { + GODOT_CLASS(GameOverScreen, godot::CanvasLayer) - private: - ResourceLoader *_resource_loader; - - public: - /** - * @brief This method registers classes with Godot. - * - * @details This method registers methods, properties, and signals with the Godot engine. - */ - static void _register_methods(); + private: + godot::ResourceLoader *_resource_loader; - /** - * @brief Construct a new GameOverScreen object. - * - */ - GameOverScreen(); + 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 Destroy the GameOverScreen object. - * - */ - ~GameOverScreen(); + /** + * @brief Construct a new GameOverScreen object. + * + */ + GameOverScreen(); - /** - * @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 Destroy the GameOverScreen object. + * + */ + ~GameOverScreen(); - /** - * @brief Called when the collected of the coin is entered. - * - */ - void _ready(); - void _on_player_died(); - void _on_botonreiniciar_pressed(); - void connect_signal(); - - }; - + /** + * @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 collected of the coin is entered. + * + */ + void _ready(); + void _on_player_died(); + void _on_restart_button_pressed(); + void connect_signal(); + }; } -#endif \ No newline at end of file +#endif diff --git a/src/player/states/PlayerFall.cpp b/src/player/states/PlayerFall.cpp index d218305..cd6775e 100644 --- a/src/player/states/PlayerFall.cpp +++ b/src/player/states/PlayerFall.cpp @@ -1,4 +1,5 @@ #include "player/states/PlayerFall.h" + #include "player/Player.h" void alai::player::PlayerFall::_register_methods() diff --git a/src/player/states/PlayerIdle.cpp b/src/player/states/PlayerIdle.cpp index 4a03de4..bc8a5ed 100644 --- a/src/player/states/PlayerIdle.cpp +++ b/src/player/states/PlayerIdle.cpp @@ -1,4 +1,5 @@ #include "player/states/PlayerIdle.h" + #include "player/Player.h" void alai::player::PlayerIdle::_register_methods() diff --git a/src/player/states/PlayerJump.cpp b/src/player/states/PlayerJump.cpp index 4a77147..28e5e24 100644 --- a/src/player/states/PlayerJump.cpp +++ b/src/player/states/PlayerJump.cpp @@ -1,4 +1,5 @@ #include "player/states/PlayerJump.h" + #include "player/Player.h" #include diff --git a/src/player/states/PlayerMove.cpp b/src/player/states/PlayerMove.cpp index 7ad60ff..720ce91 100644 --- a/src/player/states/PlayerMove.cpp +++ b/src/player/states/PlayerMove.cpp @@ -1,4 +1,5 @@ #include "player/states/PlayerMove.h" + #include "player/Player.h" void alai::player::PlayerMove::_register_methods() diff --git a/src/state_machine/StateMachine.cpp b/src/state_machine/StateMachine.cpp index ef6cb34..803972f 100644 --- a/src/state_machine/StateMachine.cpp +++ b/src/state_machine/StateMachine.cpp @@ -1,4 +1,5 @@ #include "state_machine/StateMachine.h" + #include "state_machine/State.h" void alai::StateMachine::_register_methods()