cleanup code
This commit is contained in:
@@ -1,54 +1,49 @@
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#include "gui/game_over/GameOverScreen.h"
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#include "Event.h"
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#include <Resource.hpp>
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#include <Ref.hpp>
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#include <Node.hpp>
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#include <SceneTree.hpp>
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#include <PackedScene.hpp>
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#include <Ref.hpp>
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#include <Resource.hpp>
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#include <SceneTree.hpp>
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#include <Viewport.hpp>
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using namespace godot;
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void GameOverScreen::_register_methods()
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void alai::GameOverScreen::_register_methods()
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{
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register_method("_on_botonreiniciar_pressed", &GameOverScreen::_on_botonreiniciar_pressed);
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register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
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register_method("_ready", &GameOverScreen::_ready);
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register_method("connect_signal", &GameOverScreen::connect_signal);
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register_method("_on_player_died", &GameOverScreen::_on_player_died);
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}
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GameOverScreen::GameOverScreen()
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alai::GameOverScreen::GameOverScreen()
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{
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}
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GameOverScreen::~GameOverScreen()
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alai::GameOverScreen::~GameOverScreen()
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{
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}
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void GameOverScreen::_init()
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void alai::GameOverScreen::_init()
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{
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_resource_loader = ResourceLoader::get_singleton();
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_resource_loader = godot::ResourceLoader::get_singleton();
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}
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void GameOverScreen::_ready()
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void alai::GameOverScreen::_ready()
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{
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connect_signal();
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}
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void GameOverScreen::_on_botonreiniciar_pressed()
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void alai::GameOverScreen::_on_restart_button_pressed()
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{
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if (_resource_loader->exists("res://levels/Prototype.tscn")) //CAMBIAR A DINAMICO
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if (_resource_loader->exists("res://levels/Prototype.tscn"))
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{
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Ref<PackedScene> level_scene = _resource_loader->load("res://levels/Prototype.tscn");
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godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/Prototype.tscn");
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auto level = level_scene->instance();
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auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
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if (level_node != nullptr)
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{
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level_node->add_child(level);
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set_visible(false);
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call_deferred("connect_signal");
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@@ -57,16 +52,13 @@ void GameOverScreen::_on_botonreiniciar_pressed()
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{
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WARN_PRINT("Node level not found!");
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}
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}
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}
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void GameOverScreen::_on_player_died() //eliminar nivel
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void alai::GameOverScreen::_on_player_died()
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{
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auto event = get_node<alai::Event>("/root/Event");
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event->disconnect("player_died", this, "_on_player_died");
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Godot::print("player ded");
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set_visible(true);
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auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
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if (level_node != nullptr)
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@@ -74,6 +66,7 @@ void GameOverScreen::_on_player_died() //eliminar nivel
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auto child = level_node->get_child(0);
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if (child != nullptr)
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{
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// Delete the currently active level from the tree.
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child->queue_free();
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}
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else
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@@ -85,14 +78,10 @@ void GameOverScreen::_on_player_died() //eliminar nivel
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{
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WARN_PRINT("Node level not found!");
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}
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}
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void GameOverScreen::connect_signal()
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void alai::GameOverScreen::connect_signal()
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{
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auto event = get_node<alai::Event>("/root/Event");
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event->connect("player_died", this, "_on_player_died");
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}
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@@ -1,62 +1,59 @@
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#ifndef ALAI_GAME_OVER_SCREEN_H
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#define ALAI_GAME_OVER_SCREEN_H
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#include <Godot.hpp>
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#include <CanvasLayer.hpp>
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#include <Godot.hpp>
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#include <ResourceLoader.hpp>
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namespace godot
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namespace alai
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{
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/**
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* @brief This class controls what happens when the Coin is in the collected .
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*
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*/
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class GameOverScreen : public CanvasLayer
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{
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GODOT_CLASS(GameOverScreen, CanvasLayer)
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/**
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* @brief This class controls what happens when the Coin is in the collected .
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*
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*/
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class GameOverScreen : public godot::CanvasLayer
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{
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GODOT_CLASS(GameOverScreen, godot::CanvasLayer)
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private:
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ResourceLoader *_resource_loader;
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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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private:
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godot::ResourceLoader *_resource_loader;
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/**
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* @brief Construct a new GameOverScreen object.
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*
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*/
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GameOverScreen();
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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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/**
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* @brief Destroy the GameOverScreen object.
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*
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*/
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~GameOverScreen();
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/**
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* @brief Construct a new GameOverScreen object.
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*
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*/
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GameOverScreen();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Destroy the GameOverScreen object.
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*
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*/
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~GameOverScreen();
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/**
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* @brief Called when the collected of the coin is entered.
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*
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*/
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void _ready();
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void _on_player_died();
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void _on_botonreiniciar_pressed();
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void connect_signal();
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};
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Called when the collected of the coin is entered.
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*
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*/
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void _ready();
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void _on_player_died();
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void _on_restart_button_pressed();
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void connect_signal();
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};
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}
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#endif
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#endif
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