cleanup code

This commit is contained in:
2022-08-28 01:08:04 -04:00
parent 3c8107ba9f
commit 39173cef21
18 changed files with 393 additions and 451 deletions

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@@ -1,55 +1,48 @@
#include "coin/CoinCollected.h"
#include <AnimationPlayer.hpp>
#include "Event.h"
using namespace godot;
#include <AnimationPlayer.hpp>
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<AnimationPlayer>(node);
auto animation_player = Object::cast_to<godot::AnimationPlayer>(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<alai::Event>("/root/Event");
event->emit_signal("coin_collected", 1);
this->get_parent()->queue_free();
// get_state_machine()->change("CoinCounter");
}

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@@ -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 <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
#include <Godot.hpp>
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

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@@ -1,43 +1,37 @@
#include "coin/CoinCounter.h"
#include <String.hpp>
#include "coin/CoinCollected.h"
#include "Event.h"
using namespace godot;
void CoinCounter::_register_methods()
#include "Event.h"
#include <String.hpp>
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<alai::Event>("/root/Event");
event->connect("coin_collected", this, "_on_coin_collected");
}

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@@ -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 <Godot.hpp>
#include <Node.hpp>
#include <Label.hpp>
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();
};
}

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@@ -1,56 +1,46 @@
#include "coin/CoinNotCollected.h"
#include <Area2D.hpp>
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>("AnimatedSprite");
animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("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<Area2D>(parent_node);
auto coin = Object::cast_to<godot::Area2D>(parent_node);
coin->set_collision_mask_bit(0, false);
}
get_state_machine()->change("CoinCollected");
}

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@@ -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 <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
#include <Godot.hpp>
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