used clang-format to format the code

This commit is contained in:
Chris Cromer 2022-10-10 21:54:12 -03:00
parent 57cc75c249
commit 3b533fb03d
Signed by: cromer
GPG Key ID: FA91071797BEEEC2
33 changed files with 145 additions and 154 deletions

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@ -11,7 +11,7 @@ namespace alai
* *
* @details The camera will be limited based on the used width and height of the Middleground tilemap. * @details The camera will be limited based on the used width and height of the Middleground tilemap.
*/ */
class CameraLimit: public godot::Node2D class CameraLimit : public godot::Node2D
{ {
GODOT_CLASS(CameraLimit, godot::Node2D) GODOT_CLASS(CameraLimit, godot::Node2D)
@ -49,5 +49,5 @@ namespace alai
*/ */
void _ready(); void _ready();
}; };
} } // namespace alai
#endif #endif

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@ -12,7 +12,6 @@ void alai::Event::_register_methods()
godot::register_signal<Event>("player_died"); godot::register_signal<Event>("player_died");
godot::register_signal<Event>("player_won"); godot::register_signal<Event>("player_won");
godot::register_signal<Event>("player_touched", "damage", GODOT_VARIANT_TYPE_INT); godot::register_signal<Event>("player_touched", "damage", GODOT_VARIANT_TYPE_INT);
} }
alai::Event::Event() alai::Event::Event()

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@ -15,6 +15,7 @@ namespace alai
class Event : public godot::Node class Event : public godot::Node
{ {
GODOT_CLASS(Event, godot::Node) GODOT_CLASS(Event, godot::Node)
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
@ -42,6 +43,6 @@ namespace alai
*/ */
void _init(); void _init();
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "Main.h"
#include "Event.h" #include "Event.h"
#include "Main.h"
#include <SceneTree.hpp> #include <SceneTree.hpp>
@ -66,8 +65,7 @@ void alai::Main::_ready()
{ {
_os->set_window_size(window_size); _os->set_window_size(window_size);
_os->set_window_position( _os->set_window_position(
_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5 _os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5);
);
} }
success = _project_settings->load_resource_pack("crt.pck"); success = _project_settings->load_resource_pack("crt.pck");
@ -153,7 +151,7 @@ bool alai::Main::get_full_screen()
void alai::Main::set_window_size(godot::Vector2 window_size) void alai::Main::set_window_size(godot::Vector2 window_size)
{ {
this-> window_size = window_size; this->window_size = window_size;
} }
godot::Vector2 alai::Main::get_window_size() godot::Vector2 alai::Main::get_window_size()

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@ -1,7 +1,6 @@
#ifndef ALAI_MAIN_H #ifndef ALAI_MAIN_H
#define ALAI_MAIN_H #define ALAI_MAIN_H
#include <string>
#include <Godot.hpp> #include <Godot.hpp>
#include <Input.hpp> #include <Input.hpp>
#include <Node.hpp> #include <Node.hpp>
@ -10,6 +9,7 @@
#include <ProjectSettings.hpp> #include <ProjectSettings.hpp>
#include <Ref.hpp> #include <Ref.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
#include <string>
/** /**
* @brief This is the alai namespace for all the code included in the game. * @brief This is the alai namespace for all the code included in the game.
@ -227,6 +227,6 @@ namespace alai
*/ */
void load_level(); void load_level();
}; };
} } // namespace alai
#endif #endif

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@ -1,9 +1,8 @@
#include "Event.h"
#include "coin/CoinCollected.h" #include "coin/CoinCollected.h"
#include "Event.h"
#include <AudioStreamPlayer.hpp>
#include <AnimationPlayer.hpp> #include <AnimationPlayer.hpp>
#include <AudioStreamPlayer.hpp>
void alai::CoinCollected::_register_methods() void alai::CoinCollected::_register_methods()
{ {

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@ -68,6 +68,6 @@ namespace alai
*/ */
void _on_animation_finished(godot::String anim_name); void _on_animation_finished(godot::String anim_name);
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "coin/CoinCounter.h"
#include "Event.h" #include "Event.h"
#include "coin/CoinCounter.h"
#include <String.hpp> #include <String.hpp>
@ -43,7 +42,8 @@ void alai::CoinCounter::_on_coin_collected(int amount)
{ {
coin_string = "0" + godot::String::num(coins); coin_string = "0" + godot::String::num(coins);
} }
else{ else
{
coin_string = godot::String::num(coins); coin_string = godot::String::num(coins);
} }
set_text(coin_string); set_text(coin_string);

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@ -52,9 +52,8 @@ namespace alai
void _on_CoinHUD_ready(); void _on_CoinHUD_ready();
void _on_coin_collected(int amount); void _on_coin_collected(int amount);
void _ready(); void _ready();
}; };
} } // namespace alai
#endif #endif

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@ -69,6 +69,6 @@ namespace alai
*/ */
void _on_body_entered(Node *node); void _on_body_entered(Node *node);
}; };
} } // namespace alai
#endif #endif

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@ -69,6 +69,6 @@ namespace alai
*/ */
void _on_Goal_body_entered(Node *node); void _on_Goal_body_entered(Node *node);
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "goal/GoalReached.h"
#include "Event.h" #include "Event.h"
#include "goal/GoalReached.h"
#include <Area2D.hpp> #include <Area2D.hpp>

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@ -67,6 +67,6 @@ namespace alai
* *
*/ */
}; };
} } // namespace alai
#endif #endif

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@ -1,22 +1,22 @@
#include <Godot.hpp>
#include "Event.h"
#include "state_machine/StateMachine.h"
#include "state_machine/State.h"
#include "Main.h"
#include "CameraLimit.h" #include "CameraLimit.h"
#include "player/Player.h" #include "Event.h"
#include "player/states/PlayerIdle.h" #include "Main.h"
#include "player/states/PlayerMove.h"
#include "player/states/PlayerJump.h"
#include "player/states/PlayerFall.h"
#include "coin/CoinNotCollected.h"
#include "coin/CoinCollected.h" #include "coin/CoinCollected.h"
#include "coin/CoinCounter.h" #include "coin/CoinCounter.h"
#include "goal/GoalReached.h" #include "coin/CoinNotCollected.h"
#include "goal/GoalNotReached.h" #include "goal/GoalNotReached.h"
#include "goal/GoalReached.h"
#include "gui/game_over/GameOverScreen.h" #include "gui/game_over/GameOverScreen.h"
#include "gui/game_won/GameWonScreen.h" #include "gui/game_won/GameWonScreen.h"
#include "player/Player.h"
#include "player/states/PlayerFall.h"
#include "player/states/PlayerIdle.h"
#include "player/states/PlayerJump.h"
#include "player/states/PlayerMove.h"
#include "state_machine/State.h"
#include "state_machine/StateMachine.h"
#include <Godot.hpp>
/** /**
* @brief This function connects the gdnative init function. * @brief This function connects the gdnative init function.

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@ -1,6 +1,5 @@
#include "gui/game_over/GameOverScreen.h"
#include "Event.h" #include "Event.h"
#include "gui/game_over/GameOverScreen.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>
#include <PackedScene.hpp> #include <PackedScene.hpp>

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@ -5,7 +5,6 @@
#include <Godot.hpp> #include <Godot.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
namespace alai namespace alai
{ {
/** /**
@ -57,6 +56,6 @@ namespace alai
void connect_signal(); void connect_signal();
void _on_visibility_changed(); void _on_visibility_changed();
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "gui/game_won/GameWonScreen.h"
#include "Event.h" #include "Event.h"
#include "gui/game_won/GameWonScreen.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>
#include <SceneTree.hpp> #include <SceneTree.hpp>

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@ -47,6 +47,6 @@ namespace alai
void connect_signal(); void connect_signal();
void _on_visibility_changed(); void _on_visibility_changed();
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/Player.h"
#include "Event.h" #include "Event.h"
#include "player/Player.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>
#include <Camera2D.hpp> #include <Camera2D.hpp>
@ -83,7 +82,8 @@ void alai::player::Player::_ready()
} }
} }
void alai::player::Player::_on_level_loaded() { void alai::player::Player::_on_level_loaded()
{
auto state = get_node("StateMachine")->get_child(0); auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr) if (state != nullptr)
{ {
@ -176,7 +176,8 @@ void alai::player::Player::_physics_process(float delta)
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x); position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y); position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
} }
else { else
{
WARN_PRINT("Could not clamp player based on sprite frame size!"); WARN_PRINT("Could not clamp player based on sprite frame size!");
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2)); position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3)); position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
@ -196,11 +197,13 @@ void alai::player::Player::_physics_process(float delta)
{ {
// The first time the notifier is checked always returns false in the first frame // The first time the notifier is checked always returns false in the first frame
// So skip the check from the first frame // So skip the check from the first frame
if (notifier_initialized) { if (notifier_initialized)
{
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died"); event->emit_signal("player_died");
} }
else { else
{
notifier_initialized = true; notifier_initialized = true;
} }
} }

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@ -291,7 +291,7 @@ namespace alai
*/ */
void _on_level_loaded(); void _on_level_loaded();
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerFall.h"
#include "player/Player.h" #include "player/Player.h"
#include "player/states/PlayerFall.h"
void alai::player::PlayerFall::_register_methods() void alai::player::PlayerFall::_register_methods()
{ {

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@ -78,7 +78,7 @@ namespace alai
*/ */
void _physics_process(float delta); void _physics_process(float delta);
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerIdle.h"
#include "player/Player.h" #include "player/Player.h"
#include "player/states/PlayerIdle.h"
void alai::player::PlayerIdle::_register_methods() void alai::player::PlayerIdle::_register_methods()
{ {

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@ -77,7 +77,7 @@ namespace alai
*/ */
void _physics_process(float delta); void _physics_process(float delta);
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerJump.h"
#include "player/Player.h" #include "player/Player.h"
#include "player/states/PlayerJump.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>

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@ -85,7 +85,7 @@ namespace alai
*/ */
void _physics_process(float delta); void _physics_process(float delta);
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "player/states/PlayerMove.h"
#include "player/Player.h" #include "player/Player.h"
#include "player/states/PlayerMove.h"
void alai::player::PlayerMove::_register_methods() void alai::player::PlayerMove::_register_methods()
{ {

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@ -3,9 +3,9 @@
#include "state_machine/State.h" #include "state_machine/State.h"
#include <AnimatedSprite.hpp>
#include <Godot.hpp> #include <Godot.hpp>
#include <Input.hpp> #include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace alai namespace alai
{ {
@ -77,7 +77,7 @@ namespace alai
*/ */
void _physics_process(float delta); void _physics_process(float delta);
}; };
} } // namespace player
} } // namespace alai
#endif #endif

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@ -98,6 +98,6 @@ namespace alai
*/ */
virtual StateMachine *get_state_machine() final; virtual StateMachine *get_state_machine() final;
}; };
} } // namespace alai
#endif #endif

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@ -1,6 +1,5 @@
#include "state_machine/StateMachine.h"
#include "state_machine/State.h" #include "state_machine/State.h"
#include "state_machine/StateMachine.h"
void alai::StateMachine::_register_methods() void alai::StateMachine::_register_methods()
{ {
@ -54,7 +53,7 @@ void alai::StateMachine::setup()
if (children.size() > 0) if (children.size() > 0)
{ {
WARN_PRINT("The state machine doesn't have a default state set, using first child!"); WARN_PRINT("The state machine doesn't have a default state set, using first child!");
auto child = Object::cast_to<Node>(children[0].operator Object*()); auto child = Object::cast_to<Node>(children[0].operator Object * ());
set_current_state(child->get_name()); set_current_state(child->get_name());
} }
else else
@ -66,7 +65,7 @@ void alai::StateMachine::setup()
for (uint8_t i = 0; i < children.size(); i++) for (uint8_t i = 0; i < children.size(); i++)
{ {
auto child = Object::cast_to<Node>(children[i].operator Object*()); auto child = Object::cast_to<Node>(children[i].operator Object * ());
child->call("set_state_machine", this); child->call("set_state_machine", this);
@ -83,7 +82,8 @@ void alai::StateMachine::setup()
{ {
this->call("_state_enter", get_current_state()); this->call("_state_enter", get_current_state());
} }
else { else
{
WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!"); WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
} }
} }
@ -93,7 +93,7 @@ void alai::StateMachine::add_states()
auto children = get_children(); auto children = get_children();
for (uint8_t i = 0; i < children.size(); i++) for (uint8_t i = 0; i < children.size(); i++)
{ {
auto child = Object::cast_to<Node>(children[i].operator Object*()); auto child = Object::cast_to<Node>(children[i].operator Object * ());
add_state(child->get_name(), child); add_state(child->get_name(), child);
} }
} }
@ -120,7 +120,7 @@ bool alai::StateMachine::has(const godot::String state)
return states.has(state); return states.has(state);
} }
void alai::StateMachine::restart(const godot::String state, const godot::Array& args) void alai::StateMachine::restart(const godot::String state, const godot::Array &args)
{ {
this->call("_state_exit", state, args); this->call("_state_exit", state, args);
this->call("_state_enter", state, args); this->call("_state_enter", state, args);
@ -162,7 +162,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
if (get_current_state() != "") if (get_current_state() != "")
{ {
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*()); auto child = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
if (child != nullptr) if (child != nullptr)
{ {
this->remove_child(child); this->remove_child(child);
@ -175,7 +175,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
} }
set_current_state(state); set_current_state(state);
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*()); auto child = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
this->add_child(child); this->add_child(child);
state_node = Object::cast_to<Node>(this->states[get_current_state()]); state_node = Object::cast_to<Node>(this->states[get_current_state()]);
@ -204,7 +204,7 @@ void alai::StateMachine::change(const godot::String state, const godot::Array &a
godot::Variant alai::StateMachine::call(const godot::String method, const godot::Array &args) godot::Variant alai::StateMachine::call(const godot::String method, const godot::Array &args)
{ {
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*()); auto node = Object::cast_to<Node>(states[get_current_state()].operator Object * ());
if (node) if (node)
{ {
if (node->has_method(method)) if (node->has_method(method))
@ -269,7 +269,7 @@ void alai::StateMachine::_on_StateMachine_tree_exiting()
auto keys = states.keys(); auto keys = states.keys();
for (uint8_t i = 0; i < keys.size(); i++) for (uint8_t i = 0; i < keys.size(); i++)
{ {
auto child = Object::cast_to<Node>(states[keys[i]].operator Object*()); auto child = Object::cast_to<Node>(states[keys[i]].operator Object * ());
if (child) if (child)
{ {
auto children = get_children(); auto children = get_children();

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@ -126,7 +126,7 @@ namespace alai
* @param[in] state The state that is being restarted. * @param[in] state The state that is being restarted.
* @param[in] args The arguments to pass to the state on exit and enter. * @param[in] args The arguments to pass to the state on exit and enter.
*/ */
void restart(const godot::String state, const godot::Array& args = godot::Array()); void restart(const godot::String state, const godot::Array &args = godot::Array());
/** /**
* @brief Change to a different state. * @brief Change to a different state.
@ -214,7 +214,7 @@ namespace alai
* @param[in] state The state being restarted. * @param[in] state The state being restarted.
* @param[in] args The arguments to pass when restarting. * @param[in] args The arguments to pass when restarting.
*/ */
template <class ...Args> void restart(const godot::String state, Args ...args) template<class... Args> void restart(const godot::String state, Args... args)
{ {
return restart(state, godot::Array::make(args...)); return restart(state, godot::Array::make(args...));
} }
@ -226,7 +226,7 @@ namespace alai
* @param[in] state The state to change to. * @param[in] state The state to change to.
* @param[in] args The arguments to pass to the new state. * @param[in] args The arguments to pass to the new state.
*/ */
template <class ...Args> void change(const godot::String state, Args ...args) template<class... Args> void change(const godot::String state, Args... args)
{ {
return change(state, godot::Array::make(args...)); return change(state, godot::Array::make(args...));
} }
@ -239,7 +239,7 @@ namespace alai
* @param[in] args The arguments to pass to it. * @param[in] args The arguments to pass to it.
* @return Variant The Variant object returned by the method called. * @return Variant The Variant object returned by the method called.
*/ */
template <class ...Args> godot::Variant call(const godot::String method, Args ...args) template<class... Args> godot::Variant call(const godot::String method, Args... args)
{ {
return call(method, godot::Array::make(args...)); return call(method, godot::Array::make(args...));
} }
@ -252,11 +252,11 @@ namespace alai
* @param[in] args The arguments to pass. * @param[in] args The arguments to pass.
* @return Variant The Variant object returned by the method called. * @return Variant The Variant object returned by the method called.
*/ */
template <class ...Args> godot::Variant _call(const godot::String method, Args ...args) template<class... Args> godot::Variant _call(const godot::String method, Args... args)
{ {
return _call(method, godot::Array::make(args...)); return _call(method, godot::Array::make(args...));
} }
}; };
} } // namespace alai
#endif #endif