cleanup code

This commit is contained in:
Chris Cromer 2022-08-28 01:08:04 -04:00
parent 3c8107ba9f
commit 39173cef21
Signed by: cromer
GPG Key ID: FA91071797BEEEC2
18 changed files with 393 additions and 451 deletions

View File

@ -1,55 +1,48 @@
#include "coin/CoinCollected.h" #include "coin/CoinCollected.h"
#include <AnimationPlayer.hpp>
#include "Event.h" #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_enter", &CoinCollected::_state_enter);
register_method("_state_exit", &CoinCollected::_state_exit); register_method("_state_exit", &CoinCollected::_state_exit);
register_method("_on_animation_finished", &CoinCollected::_on_animation_finished); 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"); auto node = get_parent()->find_node("AnimationPlayer");
if (node != nullptr) if (node != nullptr)
{ {
auto animation_player = Object::cast_to<AnimationPlayer>(node); auto animation_player = Object::cast_to<godot::AnimationPlayer>(node);
animation_player->play("jump"); 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"); auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("coin_collected", 1); event->emit_signal("coin_collected", 1);
this->get_parent()->queue_free(); this->get_parent()->queue_free();
// get_state_machine()->change("CoinCounter");
} }

View File

@ -1,75 +1,73 @@
#ifndef ALAI_COIN_COLLECTED #ifndef ALAI_COIN_COIN_COLLECTED_H
#define ALAI_COIN_COLLECTED #define ALAI_COIN_COIN_COLLECTED_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.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. * @brief This class controls what happens when the Coin is in the collected state.
* *
*/ */
class CoinCollected : public State class CoinCollected : public alai::State
{ {
GODOT_CLASS(CoinCollected, State) GODOT_CLASS(CoinCollected, alai::State)
private: private:
/** /**
* @brief The animated sprite of the Coin. * @brief The animated sprite of the Coin.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
* *
* @details This method registers methods, properties, and signals with the Godot engine. * @details This method registers methods, properties, and signals with the Godot engine.
*/ */
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new CoinCollected object. * @brief Construct a new CoinCollected object.
* *
*/ */
CoinCollected(); CoinCollected();
/** /**
* @brief Destroy the CoinCollected object. * @brief Destroy the CoinCollected object.
* *
*/ */
~CoinCollected(); ~CoinCollected();
/** /**
* @brief Initialize the class from Godot. * @brief Initialize the class from Godot.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _init(); void _init();
/** /**
* @brief Called when the collected state of the coin is entered. * @brief Called when the collected state of the coin is entered.
* *
*/ */
void _state_enter(); void _state_enter();
/** /**
* @brief Called when the collected state of the coin is exited. * @brief Called when the collected state of the coin is exited.
* *
*/ */
void _state_exit(); 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.
* *
*/ */
void _on_animation_finished(String anim_name); void _on_animation_finished(godot::String anim_name);
}; };
} }
#endif #endif

View File

@ -1,43 +1,37 @@
#include "coin/CoinCounter.h" #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("_on_coin_collected", &CoinCounter::_on_coin_collected);
register_method("_ready", &CoinCounter::_ready); 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 alai::CoinCounter::_on_coin_collected(int amount)
{
}
void CoinCounter::_on_coin_collected(int amount)
{ {
coins = coins + 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"); set_text("0");
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
event->connect("coin_collected", this, "_on_coin_collected"); event->connect("coin_collected", this, "_on_coin_collected");
} }

View File

@ -1,62 +1,59 @@
#ifndef ALAI_COIN_COUNTER #ifndef ALAI_COIN_COIN_COUNTER_H
#define ALAI_COIN_COUNTER #define ALAI_COIN_COIN_COUNTER_H
#include <Godot.hpp> #include <Godot.hpp>
#include <Node.hpp>
#include <Label.hpp> #include <Label.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class controls what happens when the Coin is in the collected . * @brief This class controls what happens when the Coin is in the collected .
* *
*/ */
class CoinCounter : public Label class CoinCounter : public godot::Label
{ {
GODOT_CLASS(CoinCounter, Label) GODOT_CLASS(CoinCounter, godot::Label)
private: private:
int coins = 0; 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 Construct a new CoinCounter object.
* @brief This method registers classes with Godot. *
* */
* @details This method registers methods, properties, and signals with the Godot engine. CoinCounter();
*/
static void _register_methods();
/** /**
* @brief Construct a new CoinCounter object. * @brief Destroy the CoinCounter object.
* *
*/ */
CoinCounter(); ~CoinCounter();
/** /**
* @brief Destroy the CoinCounter object. * @brief Initialize the class from Godot.
* *
*/ * @details This method is called just once when the Godot engine connects to the instance of the class.
~CoinCounter(); */
void _init();
/** /**
* @brief Initialize the class from Godot. * @brief Called when the collected of the coin is entered.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. */
*/
void _init();
/** void _on_CoinHUD_ready();
* @brief Called when the collected of the coin is entered. void _on_coin_collected(int amount);
* void _ready();
*/
};
void _on_CoinHUD_ready();
void _on_coin_collected(int amount);
void _ready();
};
} }

View File

@ -1,56 +1,46 @@
#include "coin/CoinNotCollected.h" #include "coin/CoinNotCollected.h"
#include <Area2D.hpp> #include <Area2D.hpp>
using namespace godot; void alai::CoinNotCollected::_register_methods()
void CoinNotCollected::_register_methods()
{ {
register_method("_state_enter", &CoinNotCollected::_state_enter); register_method("_state_enter", &CoinNotCollected::_state_enter);
register_method("_state_exit", &CoinNotCollected::_state_exit); register_method("_state_exit", &CoinNotCollected::_state_exit);
register_method("_on_body_entered", &CoinNotCollected::_on_body_entered); 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->set_animation("spin");
animated_sprite->play(); 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(); auto parent_node = get_parent();
if (parent_node != nullptr) 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); coin->set_collision_mask_bit(0, false);
} }
get_state_machine()->change("CoinCollected"); get_state_machine()->change("CoinCollected");
} }

View File

@ -1,76 +1,74 @@
#ifndef ALAI_COIN_NOT_COLLECTED #ifndef ALAI_COIN_COIN_NOT_COLLECTED_H
#define ALAI_COIN_NOT_COLLECTED #define ALAI_COIN_COIN_NOT_COLLECTED_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.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. * @brief This class controls what happens when the Coin is in the not collected state.
* *
*/ */
class CoinNotCollected : public State class CoinNotCollected : public alai::State
{ {
GODOT_CLASS(CoinNotCollected, State) GODOT_CLASS(CoinNotCollected, alai::State)
private: private:
/** /**
* @brief The animated sprite of the Coin. * @brief The animated sprite of the Coin.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
* *
* @details This method registers methods, properties, and signals with the Godot engine. * @details This method registers methods, properties, and signals with the Godot engine.
*/ */
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new CoinNotCollected object. * @brief Construct a new CoinNotCollected object.
* *
*/ */
CoinNotCollected(); CoinNotCollected();
/** /**
* @brief Destroy the CoinNotCollected object. * @brief Destroy the CoinNotCollected object.
* *
*/ */
~CoinNotCollected(); ~CoinNotCollected();
/** /**
* @brief Initialize the class from Godot. * @brief Initialize the class from Godot.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _init(); void _init();
/** /**
* @brief Called when the not collected state of the coin is entered. * @brief Called when the not collected state of the coin is entered.
* *
*/ */
void _state_enter(); void _state_enter();
/** /**
* @brief Called when the not collected state of the coin is exited. * @brief Called when the not collected state of the coin is exited.
* *
*/ */
void _state_exit(); void _state_exit();
/** /**
* @brief Method called on body entered. * @brief Method called on body entered.
* *
* @param[in] node Node interacting with whoever * @param[in] node Node interacting with whoever
*/ */
void _on_body_entered(Node *node); void _on_body_entered(Node *node);
}; };
} }
#endif #endif

View File

@ -1,55 +1,46 @@
#include "goal/GoalNotReached.h" #include "goal/GoalNotReached.h"
#include <Area2D.hpp> #include <Area2D.hpp>
using namespace godot; void alai::GoalNotReached::_register_methods()
void GoalNotReached::_register_methods()
{ {
register_method("_state_enter", &GoalNotReached::_state_enter); register_method("_state_enter", &GoalNotReached::_state_enter);
register_method("_state_exit", &GoalNotReached::_state_exit); register_method("_state_exit", &GoalNotReached::_state_exit);
register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered); 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>("AnimatedSprite"); animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
animated_sprite->set_animation("flagmove"); animated_sprite->set_animation("flagmove");
animated_sprite->play(); 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(); auto parent_node = get_parent();
if (parent_node != nullptr) if (parent_node != nullptr)
{ {
auto goal = Object::cast_to<Area2D>(parent_node); auto goal = Object::cast_to<godot::Area2D>(parent_node);
goal->set_collision_mask_bit(0, false); goal->set_collision_mask_bit(0, false);
} }
get_state_machine()->change("GoalReached"); get_state_machine()->change("GoalReached");
} }

View File

@ -1,76 +1,74 @@
#ifndef ALAI_GOAL_NOT_REACHED #ifndef ALAI_GOAL_GOAL_NOT_REACHED_H
#define ALAI_GOAL_NOT_REACHED #define ALAI_GOAL_GOAL_NOT_REACHED_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.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. * @brief This class controls what happens when the Coin is in the not collected state.
* *
*/ */
class GoalNotReached : public State class GoalNotReached : public alai::State
{ {
GODOT_CLASS(GoalNotReached, State) GODOT_CLASS(GoalNotReached, alai::State)
private: private:
/** /**
* @brief The animated sprite of the Coin. * @brief The animated sprite of the Coin.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
* *
* @details This method registers methods, properties, and signals with the Godot engine. * @details This method registers methods, properties, and signals with the Godot engine.
*/ */
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new GoalNotReached object. * @brief Construct a new GoalNotReached object.
* *
*/ */
GoalNotReached(); GoalNotReached();
/** /**
* @brief Destroy the GoalNotReached object. * @brief Destroy the GoalNotReached object.
* *
*/ */
~GoalNotReached(); ~GoalNotReached();
/** /**
* @brief Initialize the class from Godot. * @brief Initialize the class from Godot.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _init(); void _init();
/** /**
* @brief Called when the not collected state of the coin is entered. * @brief Called when the not collected state of the coin is entered.
* *
*/ */
void _state_enter(); void _state_enter();
/** /**
* @brief Called when the not collected state of the coin is exited. * @brief Called when the not collected state of the coin is exited.
* *
*/ */
void _state_exit(); void _state_exit();
/** /**
* @brief Method called on body entered. * @brief Method called on body entered.
* *
* @param[in] node Node interacting with whoever * @param[in] node Node interacting with whoever
*/ */
void _on_Goal_body_entered(Node *node); void _on_Goal_body_entered(Node *node);
}; };
} }
#endif #endif

View File

@ -1,36 +1,30 @@
#include "goal/GoalReached.h" #include "goal/GoalReached.h"
#include <Area2D.hpp> #include <Area2D.hpp>
using namespace godot; void alai::GoalReached::_register_methods()
void GoalReached::_register_methods()
{ {
register_method("_state_enter", &GoalReached::_state_enter); register_method("_state_enter", &GoalReached::_state_enter);
register_method("_state_exit", &GoalReached::_state_exit); 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()
{ {
} }

View File

@ -1,74 +1,72 @@
#ifndef ALAI_GOAL_REACHED #ifndef ALAI_GOAL_GOAL_REACHED_H
#define ALAI_GOAL_REACHED #define ALAI_GOAL_GOAL_REACHED_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp> #include <AnimatedSprite.hpp>
#include <Godot.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class controls what happens when the goal flag is in the reached state. * @brief This class controls what happens when the goal flag is in the reached state.
* *
*/ */
class GoalReached : public State class GoalReached : public alai::State
{ {
GODOT_CLASS(GoalReached, State) GODOT_CLASS(GoalReached, alai::State)
private: private:
/** /**
* @brief The animated sprite of the Coin. * @brief The animated sprite of the Coin.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
* *
* @details This method registers methods, properties, and signals with the Godot engine. * @details This method registers methods, properties, and signals with the Godot engine.
*/ */
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new GoalReached object. * @brief Construct a new GoalReached object.
* *
*/ */
GoalReached(); GoalReached();
/** /**
* @brief Destroy the GoalReached object. * @brief Destroy the GoalReached object.
* *
*/ */
~GoalReached(); ~GoalReached();
/** /**
* @brief Initialize the class from Godot. * @brief Initialize the class from Godot.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _init(); void _init();
/** /**
* @brief Called when the collected state of the coin is entered. * @brief Called when the collected state of the coin is entered.
* *
*/ */
void _state_enter(); void _state_enter();
/** /**
* @brief Called when the collected state of the coin is exited. * @brief Called when the collected state of the coin is exited.
* *
*/ */
void _state_exit(); 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 #endif

View File

@ -56,10 +56,10 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
godot::register_class<alai::player::PlayerMove>(); godot::register_class<alai::player::PlayerMove>();
godot::register_class<alai::player::PlayerJump>(); godot::register_class<alai::player::PlayerJump>();
godot::register_class<alai::player::PlayerFall>(); godot::register_class<alai::player::PlayerFall>();
godot::register_class<godot::CoinNotCollected>(); godot::register_class<alai::CoinNotCollected>();
godot::register_class<godot::CoinCollected>(); godot::register_class<alai::CoinCollected>();
godot::register_class<godot::CoinCounter>(); godot::register_class<alai::CoinCounter>();
godot::register_class<godot::GoalReached>(); godot::register_class<alai::GoalReached>();
godot::register_class<godot::GoalNotReached>(); godot::register_class<alai::GoalNotReached>();
godot::register_class<godot::GameOverScreen>(); godot::register_class<alai::GameOverScreen>();
} }

View File

@ -1,54 +1,49 @@
#include "gui/game_over/GameOverScreen.h" #include "gui/game_over/GameOverScreen.h"
#include "Event.h" #include "Event.h"
#include <Resource.hpp>
#include <Ref.hpp>
#include <Node.hpp> #include <Node.hpp>
#include <SceneTree.hpp>
#include <PackedScene.hpp> #include <PackedScene.hpp>
#include <Ref.hpp>
#include <Resource.hpp>
#include <SceneTree.hpp>
#include <Viewport.hpp> #include <Viewport.hpp>
void alai::GameOverScreen::_register_methods()
using namespace godot;
void 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("_ready", &GameOverScreen::_ready);
register_method("connect_signal", &GameOverScreen::connect_signal); register_method("connect_signal", &GameOverScreen::connect_signal);
register_method("_on_player_died", &GameOverScreen::_on_player_died); 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(); 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<PackedScene> level_scene = _resource_loader->load("res://levels/Prototype.tscn"); godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/Prototype.tscn");
auto level = level_scene->instance(); auto level = level_scene->instance();
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level"); auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr) if (level_node != nullptr)
{ {
level_node->add_child(level); level_node->add_child(level);
set_visible(false); set_visible(false);
call_deferred("connect_signal"); call_deferred("connect_signal");
@ -57,16 +52,13 @@ void GameOverScreen::_on_botonreiniciar_pressed()
{ {
WARN_PRINT("Node level not found!"); WARN_PRINT("Node level not found!");
} }
} }
} }
void GameOverScreen::_on_player_died() //eliminar nivel void alai::GameOverScreen::_on_player_died()
{ {
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
event->disconnect("player_died", this, "_on_player_died"); event->disconnect("player_died", this, "_on_player_died");
Godot::print("player ded");
set_visible(true); set_visible(true);
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level"); auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr) if (level_node != nullptr)
@ -74,6 +66,7 @@ void GameOverScreen::_on_player_died() //eliminar nivel
auto child = level_node->get_child(0); auto child = level_node->get_child(0);
if (child != nullptr) if (child != nullptr)
{ {
// Delete the currently active level from the tree.
child->queue_free(); child->queue_free();
} }
else else
@ -85,14 +78,10 @@ void GameOverScreen::_on_player_died() //eliminar nivel
{ {
WARN_PRINT("Node level not found!"); WARN_PRINT("Node level not found!");
} }
} }
void GameOverScreen::connect_signal() void alai::GameOverScreen::connect_signal()
{ {
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
event->connect("player_died", this, "_on_player_died"); event->connect("player_died", this, "_on_player_died");
} }

View File

@ -1,62 +1,59 @@
#ifndef ALAI_GAME_OVER_SCREEN_H #ifndef ALAI_GAME_OVER_SCREEN_H
#define ALAI_GAME_OVER_SCREEN_H #define ALAI_GAME_OVER_SCREEN_H
#include <Godot.hpp>
#include <CanvasLayer.hpp> #include <CanvasLayer.hpp>
#include <Godot.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
namespace alai
namespace godot
{ {
/** /**
* @brief This class controls what happens when the Coin is in the collected . * @brief This class controls what happens when the Coin is in the collected .
* *
*/ */
class GameOverScreen : public CanvasLayer class GameOverScreen : public godot::CanvasLayer
{ {
GODOT_CLASS(GameOverScreen, CanvasLayer) GODOT_CLASS(GameOverScreen, godot::CanvasLayer)
private: private:
ResourceLoader *_resource_loader; godot::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();
/** public:
* @brief Construct a new GameOverScreen object. /**
* * @brief This method registers classes with Godot.
*/ *
GameOverScreen(); * @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
/** /**
* @brief Destroy the GameOverScreen object. * @brief Construct a new GameOverScreen object.
* *
*/ */
~GameOverScreen(); GameOverScreen();
/** /**
* @brief Initialize the class from Godot. * @brief Destroy the GameOverScreen object.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. */
*/ ~GameOverScreen();
void _init();
/** /**
* @brief Called when the collected of the coin is entered. * @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 _ready(); */
void _on_player_died(); void _init();
void _on_botonreiniciar_pressed();
void connect_signal(); /**
* @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 #endif

View File

@ -1,4 +1,5 @@
#include "player/states/PlayerFall.h" #include "player/states/PlayerFall.h"
#include "player/Player.h" #include "player/Player.h"
void alai::player::PlayerFall::_register_methods() void alai::player::PlayerFall::_register_methods()

View File

@ -1,4 +1,5 @@
#include "player/states/PlayerIdle.h" #include "player/states/PlayerIdle.h"
#include "player/Player.h" #include "player/Player.h"
void alai::player::PlayerIdle::_register_methods() void alai::player::PlayerIdle::_register_methods()

View File

@ -1,4 +1,5 @@
#include "player/states/PlayerJump.h" #include "player/states/PlayerJump.h"
#include "player/Player.h" #include "player/Player.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>

View File

@ -1,4 +1,5 @@
#include "player/states/PlayerMove.h" #include "player/states/PlayerMove.h"
#include "player/Player.h" #include "player/Player.h"
void alai::player::PlayerMove::_register_methods() void alai::player::PlayerMove::_register_methods()

View File

@ -1,4 +1,5 @@
#include "state_machine/StateMachine.h" #include "state_machine/StateMachine.h"
#include "state_machine/State.h" #include "state_machine/State.h"
void alai::StateMachine::_register_methods() void alai::StateMachine::_register_methods()