diff --git a/.gitignore b/.gitignore
index 6297a84..420d650 100644
--- a/.gitignore
+++ b/.gitignore
@@ -5,7 +5,7 @@
api.json
# Visual Studio Code Project file
-source.code-workspace
+*.code-workspace
# Visual Studio Cache
.vs/
@@ -40,3 +40,5 @@ compile_commands.json
# docs
docs/
+# tiled session files
+*.tiled-session
diff --git a/Makefile b/Makefile
index d3c418b..e651b4f 100644
--- a/Makefile
+++ b/Makefile
@@ -24,10 +24,10 @@ godot-cpp-windows:
game: game-linux game-windows
game-linux:
- scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) target_path=godot/gdnative/ target_name=libjuego platform=linux bits=64 -j $(PROCS)
+ scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) target_path=godot/gdnative/ target_name=libalai platform=linux bits=64 -j $(PROCS)
game-windows:
- scons target=$(RELEASE_TYPE) target_name=libjuego target_path=godot/gdnative/ platform=windows bits=64 -j $(PROCS)
+ scons target=$(RELEASE_TYPE) target_name=libalai target_path=godot/gdnative/ platform=windows bits=64 -j $(PROCS)
docs:
# if doxygen and bear are installed create the code documentation
diff --git a/README.md b/README.md
index d87c67f..d7339e6 100644
--- a/README.md
+++ b/README.md
@@ -1,5 +1,5 @@
-# Juego
+# Alai
## License
-[3-Clause BSD License](LICENSE)
\ No newline at end of file
+[3-Clause BSD License](LICENSE)
diff --git a/SConstruct b/SConstruct
index d6aa482..a17df99 100644
--- a/SConstruct
+++ b/SConstruct
@@ -63,6 +63,7 @@ if env['platform'] == 'linux':
env.Append(CCFLAGS=['-g3', '-Og'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
+ env.Append(CPPDEFINES=['NDEBUG'])
env.Append(CCFLAGS=['-m64'])
env.Append(LINKFLAGS=['-m64'])
@@ -109,7 +110,7 @@ else:
cpp_library += '.' + str(env['bits'])
# make sure our binding library is properly includes
-env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/', 'src/include/', 'lib/include'])
+env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
diff --git a/doxygen.conf b/doxygen.conf
index bb27cef..244e1f1 100644
--- a/doxygen.conf
+++ b/doxygen.conf
@@ -32,7 +32,7 @@ DOXYFILE_ENCODING = UTF-8
# title of most generated pages and in a few other places.
# The default value is: My Project.
-PROJECT_NAME = "juego"
+PROJECT_NAME = "Alai"
# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
# could be handy for archiving the generated documentation or if some version
diff --git a/godot/CameraLimit.gdns b/godot/CameraLimit.gdns
new file mode 100644
index 0000000..fe16c94
--- /dev/null
+++ b/godot/CameraLimit.gdns
@@ -0,0 +1,8 @@
+[gd_resource type="NativeScript" load_steps=2 format=2]
+
+[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
+
+[resource]
+resource_name = "CameraLimit"
+class_name = "CameraLimit"
+library = ExtResource( 1 )
diff --git a/godot/Main.gdns b/godot/Main.gdns
index 1a43cfc..524516e 100644
--- a/godot/Main.gdns
+++ b/godot/Main.gdns
@@ -1,6 +1,6 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
-[ext_resource path="res://gdnative/libjuego.tres" type="GDNativeLibrary" id=1]
+[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "Main"
diff --git a/godot/Main.tscn b/godot/Main.tscn
index 83963c6..a9c8579 100644
--- a/godot/Main.tscn
+++ b/godot/Main.tscn
@@ -1,10 +1,8 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Main.gdns" type="Script" id=1]
-[ext_resource path="res://Level 1.tscn" type="PackedScene" id=2]
+[ext_resource path="res://levels/Level2.tscn" type="PackedScene" id=2]
[node name="Main" type="Node"]
script = ExtResource( 1 )
-launch_screen = 0
-
-[node name="Level 1" parent="." instance=ExtResource( 2 )]
+level = ExtResource( 2 )
diff --git a/godot/addons/vnen.tiled_importer/tiled_import_plugin.gd b/godot/addons/vnen.tiled_importer/tiled_import_plugin.gd
index 4c5ee10..2612766 100644
--- a/godot/addons/vnen.tiled_importer/tiled_import_plugin.gd
+++ b/godot/addons/vnen.tiled_importer/tiled_import_plugin.gd
@@ -84,6 +84,11 @@ func get_import_options(preset):
"default_value": 1,
"property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS
},
+ {
+ "name": "collision_mask",
+ "default_value": 1,
+ "property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS
+ },
{
"name": "embed_internal_images",
"default_value": true if preset == PRESET_PIXEL_ART else false
diff --git a/godot/addons/vnen.tiled_importer/tiled_map_reader.gd b/godot/addons/vnen.tiled_importer/tiled_map_reader.gd
index 7a279a7..e488456 100644
--- a/godot/addons/vnen.tiled_importer/tiled_map_reader.gd
+++ b/godot/addons/vnen.tiled_importer/tiled_map_reader.gd
@@ -211,12 +211,12 @@ func make_layer(layer, parent, root, data):
var opacity = float(layer.opacity) if "opacity" in layer else 1.0
var visible = bool(layer.visible) if "visible" in layer else true
-
+
var z_index = 0
-
+
if "properties" in layer and "z_index" in layer.properties:
z_index = layer.properties.z_index
-
+
if layer.type == "tilelayer":
var layer_size = Vector2(int(layer.width), int(layer.height))
var tilemap = TileMap.new()
@@ -231,6 +231,7 @@ func make_layer(layer, parent, root, data):
tilemap.cell_y_sort = true
tilemap.cell_tile_origin = TileMap.TILE_ORIGIN_BOTTOM_LEFT
tilemap.collision_layer = options.collision_layer
+ tilemap.collision_mask = options.collision_mask
tilemap.z_index = z_index
var offset = Vector2()
@@ -280,7 +281,7 @@ func make_layer(layer, parent, root, data):
var gid = int_id & ~(FLIPPED_HORIZONTALLY_FLAG | FLIPPED_VERTICALLY_FLAG | FLIPPED_DIAGONALLY_FLAG)
var cell_x = cell_offset.x + chunk.x + (count % int(chunk.width))
- var cell_y = cell_offset.y + chunk.y + int(count / chunk.width)
+ var cell_y = cell_offset.y + chunk.y + int(count / chunk.width) + 1
tilemap.set_cell(cell_x, cell_y, gid, flipped_h, flipped_v, flipped_d)
count += 1
@@ -702,26 +703,26 @@ func build_tileset_for_scene(tilesets, source_path, options):
var i = 0
var column = 0
-
+
# Needed to look up textures for animations
var tileRegions = []
while i < tilecount:
var tilepos = Vector2(x, y)
var region = Rect2(tilepos, tilesize)
-
+
tileRegions.push_back(region)
-
+
column += 1
i += 1
-
+
x += int(tilesize.x) + spacing
if (columns > 0 and column >= columns) or x >= int(imagesize.x) - margin or (x + int(tilesize.x)) > int(imagesize.x):
x = margin
y += int(tilesize.y) + spacing
column = 0
-
+
i = 0
-
+
while i < tilecount:
var region = tileRegions[i]
@@ -778,7 +779,7 @@ func build_tileset_for_scene(tilesets, source_path, options):
result.tile_set_texture(gid, image)
if options.apply_offset:
result.tile_set_texture_offset(gid, Vector2(0, -image.get_height()))
-
+
if "tiles" in ts and rel_id in ts.tiles and "objectgroup" in ts.tiles[rel_id] \
and "objects" in ts.tiles[rel_id].objectgroup:
for object in ts.tiles[rel_id].objectgroup.objects:
@@ -803,10 +804,10 @@ func build_tileset_for_scene(tilesets, source_path, options):
result.tile_set_occluder_offset(gid, offset)
else:
result.tile_add_shape(gid, shape, Transform2D(0, offset), object.type == "one-way")
-
+
if "properties" in ts and "custom_material" in ts.properties:
result.tile_set_material(gid, load(ts.properties.custom_material))
-
+
if options.custom_properties and options.tile_metadata and "tileproperties" in ts \
and "tilepropertytypes" in ts and rel_id in ts.tileproperties and rel_id in ts.tilepropertytypes:
tile_meta[gid] = get_custom_properties(ts.tileproperties[rel_id], ts.tilepropertytypes[rel_id])
@@ -815,7 +816,7 @@ func build_tileset_for_scene(tilesets, source_path, options):
if property in ts.tiles[rel_id]:
if not gid in tile_meta: tile_meta[gid] = {}
tile_meta[gid][property] = ts.tiles[rel_id][property]
-
+
gid += 1
i += 1
@@ -1047,13 +1048,19 @@ func is_convex(vertices):
return true
# Decompress the data of the layer
-# Compression argument is a string, either "gzip" or "zlib"
+# Compression argument is a string, either "gzip", "zlib", or "zstd"
func decompress_layer_data(layer_data, compression, map_size):
- if compression != "gzip" and compression != "zlib":
- print_error("Unrecognized compression format: %s" % [compression])
- return ERR_INVALID_DATA
-
- var compression_type = File.COMPRESSION_DEFLATE if compression == "zlib" else File.COMPRESSION_GZIP
+ var compression_type = -1
+ match compression:
+ "zlib":
+ compression_type = File.COMPRESSION_DEFLATE
+ "gzip":
+ compression_type = File.COMPRESSION_GZIP
+ "zstd":
+ compression_type = File.COMPRESSION_ZSTD
+ _:
+ print_error("Unrecognized compression format: %s" % [compression])
+ return ERR_INVALID_DATA
var expected_size = int(map_size.x) * int(map_size.y) * 4
var raw_data = Marshalls.base64_to_raw(layer_data).decompress(expected_size, compression_type)
@@ -1220,7 +1227,7 @@ func validate_layer(layer):
print_error("Invalid data layer property.")
return ERR_INVALID_DATA
if "compression" in layer:
- if layer.compression != "gzip" and layer.compression != "zlib":
+ if layer.compression != "gzip" and layer.compression != "zlib" and layer.compression != "zstd":
print_error("Invalid compression type.")
return ERR_INVALID_DATA
"imagelayer":
diff --git a/godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd b/godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd
index 9064b90..a800f0b 100644
--- a/godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd
+++ b/godot/addons/vnen.tiled_importer/tiled_xml_to_dict.gd
@@ -247,7 +247,7 @@ func parse_tile_data(parser):
var prop_data = parse_properties(parser)
data["properties"] = prop_data.properties
data["propertytypes"] = prop_data.propertytypes
-
+
elif parser.get_node_name() == "animation":
var frame_list = []
var err2 = parser.read()
@@ -265,7 +265,7 @@ func parse_tile_data(parser):
if parser.get_node_name() == "animation":
break
err2 = parser.read()
-
+
data["animation"] = frame_list
err = parser.read()
diff --git a/godot/juego.tiled-project b/godot/alai.tiled-project
similarity index 100%
rename from godot/juego.tiled-project
rename to godot/alai.tiled-project
diff --git a/godot/assets/blocks/blocks-coin.png b/godot/assets/blocks/blocks-coin.png
new file mode 100644
index 0000000..89490ac
--- /dev/null
+++ b/godot/assets/blocks/blocks-coin.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:c3f5e717172d807af12dd086c3eccf6c747c0dc65de494c7464a7eefad665f99
+size 850
diff --git a/godot/assets/blocks/blocks-coin.png.import b/godot/assets/blocks/blocks-coin.png.import
new file mode 100644
index 0000000..bd3a6c6
--- /dev/null
+++ b/godot/assets/blocks/blocks-coin.png.import
@@ -0,0 +1,35 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/blocks-coin.png-e02d021b2492bebc2d42f6607de594d0.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/blocks/blocks-coin.png"
+dest_files=[ "res://.import/blocks-coin.png-e02d021b2492bebc2d42f6607de594d0.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=false
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+process/normal_map_invert_y=false
+stream=false
+size_limit=0
+detect_3d=false
+svg/scale=1.0
diff --git a/godot/assets/blocks/blocks-exclamation.png b/godot/assets/blocks/blocks-exclamation.png
new file mode 100644
index 0000000..96b9028
--- /dev/null
+++ b/godot/assets/blocks/blocks-exclamation.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:d03bd5d598e78759aff6e22dd75d1e4674bdb8235e03897679ed16fd9d70d06c
+size 839
diff --git a/godot/assets/blocks/blocks-exclamation.png.import b/godot/assets/blocks/blocks-exclamation.png.import
new file mode 100644
index 0000000..bb9f2a2
--- /dev/null
+++ b/godot/assets/blocks/blocks-exclamation.png.import
@@ -0,0 +1,35 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/blocks-exclamation.png-3d4ad82f7288be44d67e956f3c0bebbc.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/blocks/blocks-exclamation.png"
+dest_files=[ "res://.import/blocks-exclamation.png-3d4ad82f7288be44d67e956f3c0bebbc.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=false
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+process/normal_map_invert_y=false
+stream=false
+size_limit=0
+detect_3d=false
+svg/scale=1.0
diff --git a/godot/assets/blocks/blocks-lock.png b/godot/assets/blocks/blocks-lock.png
new file mode 100644
index 0000000..4059e1b
--- /dev/null
+++ b/godot/assets/blocks/blocks-lock.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:9b7d1c159057b02a4ef86c3eb3526e208d7dbacf7022b104dcae0fbd3cbd08fa
+size 10037
diff --git a/godot/assets/blocks/blocks-lock.png.import b/godot/assets/blocks/blocks-lock.png.import
new file mode 100644
index 0000000..8043038
--- /dev/null
+++ b/godot/assets/blocks/blocks-lock.png.import
@@ -0,0 +1,35 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/blocks-lock.png-e62b69c90efbafbcd301ed5c5a597fa0.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/blocks/blocks-lock.png"
+dest_files=[ "res://.import/blocks-lock.png-e62b69c90efbafbcd301ed5c5a597fa0.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=false
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+process/normal_map_invert_y=false
+stream=false
+size_limit=0
+detect_3d=false
+svg/scale=1.0
diff --git a/godot/assets/blocks/blocks-normal.png b/godot/assets/blocks/blocks-normal.png
new file mode 100644
index 0000000..7bb808f
--- /dev/null
+++ b/godot/assets/blocks/blocks-normal.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:6161973675876daf47bf373fabff792851ee40751f3982d797237f778785a1ae
+size 721
diff --git a/godot/assets/blocks/blocks-normal.png.import b/godot/assets/blocks/blocks-normal.png.import
new file mode 100644
index 0000000..1ceda52
--- /dev/null
+++ b/godot/assets/blocks/blocks-normal.png.import
@@ -0,0 +1,35 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/blocks-normal.png-4af7780b7fe056a41734dfa530cd81c4.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/blocks/blocks-normal.png"
+dest_files=[ "res://.import/blocks-normal.png-4af7780b7fe056a41734dfa530cd81c4.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=false
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+process/normal_map_invert_y=false
+stream=false
+size_limit=0
+detect_3d=false
+svg/scale=1.0
diff --git a/godot/assets/button.png b/godot/assets/button.png
new file mode 100644
index 0000000..4feceba
--- /dev/null
+++ b/godot/assets/button.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:5342b91195a92698fa6c4ce612410a90cfa6be378bdad6eba4d937fb75f20ce3
+size 697
diff --git a/godot/assets/button.png.import b/godot/assets/button.png.import
new file mode 100644
index 0000000..0098d5f
--- /dev/null
+++ b/godot/assets/button.png.import
@@ -0,0 +1,35 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/button.png-c79155b6e84601a7c5a042250ad77b07.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/button.png"
+dest_files=[ "res://.import/button.png-c79155b6e84601a7c5a042250ad77b07.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=false
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+process/normal_map_invert_y=false
+stream=false
+size_limit=0
+detect_3d=false
+svg/scale=1.0
diff --git a/godot/assets/coin.png b/godot/assets/coin.png
new file mode 100644
index 0000000..83175d5
--- /dev/null
+++ b/godot/assets/coin.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:1a882327de89f19ce8d7c1d7b499caf19ac0a323f72326c1adc522c7762c4be5
+size 709
diff --git a/godot/assets/coin.png.import b/godot/assets/coin.png.import
new file mode 100644
index 0000000..b18e5a3
--- /dev/null
+++ b/godot/assets/coin.png.import
@@ -0,0 +1,35 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/coin.png-f04b9cd408b88aba3ab0966b4da32df0.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/coin.png"
+dest_files=[ "res://.import/coin.png-f04b9cd408b88aba3ab0966b4da32df0.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
+compress/bptc_ldr=0
+compress/normal_map=0
+flags/repeat=0
+flags/filter=false
+flags/mipmaps=false
+flags/anisotropic=false
+flags/srgb=2
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/HDR_as_SRGB=false
+process/invert_color=false
+process/normal_map_invert_y=false
+stream=false
+size_limit=0
+detect_3d=false
+svg/scale=1.0
diff --git a/godot/assets/flag.png b/godot/assets/flag.png
new file mode 100644
index 0000000..81911f2
--- /dev/null
+++ b/godot/assets/flag.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:39f152c42bc749e0e6acf2a253598b2ce27797499332a4092bc150df162012a9
+size 903
diff --git a/godot/assets/flag.png.import b/godot/assets/flag.png.import
new file mode 100644
index 0000000..5ad2205
--- /dev/null
+++ b/godot/assets/flag.png.import
@@ -0,0 +1,35 @@
+[remap]
+
+importer="texture"
+type="StreamTexture"
+path="res://.import/flag.png-29c6a06ab0a1d25cfcfa38ea2a7baffa.stex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://assets/flag.png"
+dest_files=[ "res://.import/flag.png-29c6a06ab0a1d25cfcfa38ea2a7baffa.stex" ]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_mode=0
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new file mode 100644
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new file mode 100644
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new file mode 100644
index 0000000..019bd92
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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new file mode 100644
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diff --git a/godot/characters/player/Player.gdns b/godot/characters/player/Player.gdns
index 047be51..4553176 100644
--- a/godot/characters/player/Player.gdns
+++ b/godot/characters/player/Player.gdns
@@ -1,8 +1,13 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
-[ext_resource path="res://gdnative/libjuego.tres" type="GDNativeLibrary" id=1]
+[sub_resource type="GDNativeLibrary" id=1]
+symbol_prefix = "godot_player"
+entry/Windows.64 = "res://gdnative/windows.64/libalai.dll"
+entry/X11.64 = "res://gdnative/linux.64/libalai.so"
+dependency/Windows.64 = [ ]
+dependency/X11.64 = [ ]
[resource]
resource_name = "Player"
class_name = "Player"
-library = ExtResource( 1 )
+library = SubResource( 1 )
diff --git a/godot/characters/player/Player.tscn b/godot/characters/player/Player.tscn
index 896dbe3..fd14612 100644
--- a/godot/characters/player/Player.tscn
+++ b/godot/characters/player/Player.tscn
@@ -1,14 +1,19 @@
-[gd_scene load_steps=4 format=2]
+[gd_scene load_steps=9 format=2]
[ext_resource path="res://characters/player/sprites/green.tres" type="SpriteFrames" id=1]
-[ext_resource path="res://characters/player/Player.gdns" type="Script" id=2]
+[ext_resource path="res://characters/player/states/Idle.gdns" type="Script" id=2]
+[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=3]
+[ext_resource path="res://characters/player/states/Move.gdns" type="Script" id=4]
+[ext_resource path="res://characters/player/Player.gdns" type="Script" id=5]
+[ext_resource path="res://characters/player/states/Jump.gdns" type="Script" id=6]
+[ext_resource path="res://characters/player/states/Fall.gdns" type="Script" id=7]
-[sub_resource type="CapsuleShape2D" id=1]
-radius = 6.0
-height = 12.0
+[sub_resource type="RectangleShape2D" id=1]
+extents = Vector2( 7, 12 )
[node name="Player" type="KinematicBody2D"]
-script = ExtResource( 2 )
+collision_mask = 2
+script = ExtResource( 5 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = ExtResource( 1 )
@@ -19,4 +24,18 @@ centered = false
position = Vector2( 12, 12 )
shape = SubResource( 1 )
-[connection signal="player_moved" from="." to="." method="_on_Player_player_moved"]
+[node name="StateMachine" type="Node" parent="."]
+script = ExtResource( 3 )
+default_state = "Idle"
+
+[node name="Idle" type="Node" parent="StateMachine"]
+script = ExtResource( 2 )
+
+[node name="Move" type="Node" parent="StateMachine"]
+script = ExtResource( 4 )
+
+[node name="Jump" type="Node" parent="StateMachine"]
+script = ExtResource( 6 )
+
+[node name="Fall" type="Node" parent="StateMachine"]
+script = ExtResource( 7 )
diff --git a/godot/characters/player/states/Fall.gdns b/godot/characters/player/states/Fall.gdns
new file mode 100644
index 0000000..520e3af
--- /dev/null
+++ b/godot/characters/player/states/Fall.gdns
@@ -0,0 +1,8 @@
+[gd_resource type="NativeScript" load_steps=2 format=2]
+
+[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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+[resource]
+resource_name = "PlayerFall"
+class_name = "PlayerFall"
+library = ExtResource( 1 )
diff --git a/godot/characters/player/states/Idle.gdns b/godot/characters/player/states/Idle.gdns
new file mode 100644
index 0000000..4e5fb7d
--- /dev/null
+++ b/godot/characters/player/states/Idle.gdns
@@ -0,0 +1,8 @@
+[gd_resource type="NativeScript" load_steps=2 format=2]
+
+[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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+[resource]
+resource_name = "PlayerIdle"
+class_name = "PlayerIdle"
+library = ExtResource( 1 )
diff --git a/godot/characters/player/states/Jump.gdns b/godot/characters/player/states/Jump.gdns
new file mode 100644
index 0000000..915bbca
--- /dev/null
+++ b/godot/characters/player/states/Jump.gdns
@@ -0,0 +1,8 @@
+[gd_resource type="NativeScript" load_steps=2 format=2]
+
+[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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+resource_name = "PlayerJump"
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diff --git a/godot/characters/player/states/Move.gdns b/godot/characters/player/states/Move.gdns
new file mode 100644
index 0000000..5b43556
--- /dev/null
+++ b/godot/characters/player/states/Move.gdns
@@ -0,0 +1,8 @@
+[gd_resource type="NativeScript" load_steps=2 format=2]
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+[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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diff --git a/godot/default_env.tres b/godot/default_env.tres
deleted file mode 100644
index 20207a4..0000000
--- a/godot/default_env.tres
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@@ -1,7 +0,0 @@
-[gd_resource type="Environment" load_steps=2 format=2]
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diff --git a/godot/gdnative/alai.tres b/godot/gdnative/alai.tres
new file mode 100644
index 0000000..e54b81b
--- /dev/null
+++ b/godot/gdnative/alai.tres
@@ -0,0 +1,7 @@
+[gd_resource type="GDNativeLibrary" format=2]
+
+[resource]
+entry/Windows.64 = "res://gdnative/windows.64/libalai.dll"
+entry/X11.64 = "res://gdnative/linux.64/libalai.so"
+dependency/Windows.64 = [ ]
+dependency/X11.64 = [ ]
diff --git a/godot/gdnative/libjuego.tres b/godot/gdnative/libjuego.tres
deleted file mode 100644
index 3cc3c56..0000000
--- a/godot/gdnative/libjuego.tres
+++ /dev/null
@@ -1,7 +0,0 @@
-[gd_resource type="GDNativeLibrary" format=2]
-
-[resource]
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-entry/X11.64 = "res://gdnative/linux.64/libjuego.so"
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diff --git a/godot/icon.png.import b/godot/icon.png.import
index a4c02e6..eb3cdb6 100644
--- a/godot/icon.png.import
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@@ -20,7 +20,7 @@ compress/hdr_mode=0
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compress/normal_map=0
flags/repeat=0
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flags/mipmaps=false
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flags/srgb=2
@@ -31,5 +31,5 @@ process/invert_color=false
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stream=false
size_limit=0
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svg/scale=1.0
diff --git a/godot/juego.tiled-session b/godot/juego.tiled-session
deleted file mode 100644
index 3fed0b8..0000000
--- a/godot/juego.tiled-session
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-{
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- }
- },
- "/mnt/data/godot/projects/Platformer/asset/world1.tmx": {
- "scale": 0.5714843749999999,
- "selectedLayer": 0,
- "viewCenter": {
- "x": 640.4374572795626,
- "y": 640.4374572795626
- }
- },
- "/mnt/data/projects/edx/games/azaraka/maps/tilesets/grassland_shadows.tsx": {
- "scaleInDock": 1
- },
- "/mnt/data/projects/edx/games/azaraka/maps/tilesets/grassland_spring.tsx": {
- "scaleInDock": 1
- },
- "/mnt/data/projects/edx/games/azaraka/maps/tilesets/grassland_spring_water.tsx": {
- "scaleInDock": 1
- },
- "/mnt/data/projects/edx/games/azaraka/maps/tilesets/grassland_spring_waterfall.tsx": {
- "scaleInDock": 1
- },
- "/mnt/data/projects/edx/games/project/graphics/dungeon.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 1.5
- },
- "/mnt/data/projects/edx/games/project/graphics/dungeon_entrance.tmx": {
- "scale": 1,
- "selectedLayer": 3,
- "viewCenter": {
- "x": 320,
- "y": 175.5
- }
- },
- "/mnt/data/projects/edx/games/project/graphics/flame.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 1
- },
- "/mnt/data/projects/edx/games/project/graphics/grassland.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 1
- },
- "/mnt/data/projects/edx/games/project/graphics/house.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 1
- },
- "/mnt/data/projects/edx/games/project/graphics/town.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 1
- },
- "/mnt/data/projects/edx/games/project/maps/dungeon.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 1
- },
- "/mnt/data/projects/edx/games/project/maps/dungeon/dungeon.tsx": {
- "scaleInDock": 1
- },
- "/mnt/data/projects/edx/games/project/maps/dungeon/entrance.tmx": {
- "scale": 1.3329687499999998,
- "selectedLayer": 4,
- "viewCenter": {
- "x": 320.3375923103974,
- "y": 176.67330910795923
- }
- },
- "/mnt/data/projects/edx/games/project/maps/dungeon/entrance.tmx#dungeon": {
- "scaleInDock": 1,
- "scaleInEditor": 1
- },
- "/mnt/data/projects/edx/games/project/maps/entrance.tmx": {
- "scale": 1.3332386363636362,
- "selectedLayer": 4,
- "viewCenter": {
- "x": 292.89580225868315,
- "y": 116.25825697847861
- }
- },
- "/mnt/data/projects/edx/games/project/maps/grassland.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 1.5
- },
- "/mnt/data/projects/edx/games/project/maps/outside_entrance.tmx": {
- "scale": 1.3332386363636362,
- "selectedLayer": 0,
- "viewCenter": {
- "x": 320.64777327935224,
- "y": -69.00490091625824
- }
- },
- "/mnt/data/projects/edx/games/project/maps/tilesets/dungeon.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 1
- },
- "/mnt/data/projects/edx/games/project/maps/tilesets/grassland.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 1
- },
- "levels/level01.tmx": {
- "scale": 0.75,
- "selectedLayer": 1,
- "viewCenter": {
- "x": 1135.3333333333333,
- "y": 248.66666666666669
- }
- },
- "levels/level02.tmx": {
- "scale": 0.33,
- "selectedLayer": 1,
- "viewCenter": {
- "x": 3307.575757575757,
- "y": 556.0606060606061
- }
- },
- "parallax/clouds.tmx": {
- "scale": 0.9252604166666667,
- "selectedLayer": 0,
- "viewCenter": {
- "x": 265.33070644525753,
- "y": 384.2161553616662
- }
- },
- "parallax/hills.tmx": {
- "scale": 0.9252604166666667,
- "selectedLayer": 0,
- "viewCenter": {
- "x": 265.33070644525753,
- "y": 384.2161553616662
- }
- },
- "parallax/mountains.tmx": {
- "scale": 0.9714409722222221,
- "selectedLayer": 0,
- "viewCenter": {
- "x": 264.0407470288625,
- "y": 288.7463140023233
- }
- },
- "parallax/snow.tmx": {
- "scale": 0.9252604166666667,
- "selectedLayer": 0,
- "viewCenter": {
- "x": 265.33070644525753,
- "y": 384.2161553616662
- }
- },
- "tilesets/backgrounds.tsx": {
- "scaleInDock": 3,
- "scaleInEditor": 4
- },
- "tilesets/tiles.tsx": {
- "scaleInDock": 1,
- "scaleInEditor": 2
- }
- },
- "frame.defaultDuration": 210,
- "last.exportedFilePath": "/mnt/data/godot/projects/Platformer",
- "last.imagePath": "/mnt/data/godot/projects/juego/godot/assets/backgrounds",
- "lastUsedTilesetExportFilter": "Godot Tileset format (*.tres)",
- "loadedWorlds": [
- "/home/cromer/projects/edx/games/project/maps/azaraka"
- ],
- "map.fixedSize": true,
- "map.height": 32,
- "map.lastUsedExportFilter": "Godot Tilemap format (*.tscn)",
- "map.lastUsedFormat": "tmx",
- "map.tileHeight": 18,
- "map.tileWidth": 18,
- "map.width": 22,
- "openFiles": [
- "levels/level02.tmx"
- ],
- "project": "juego.tiled-project",
- "property.type": "int",
- "recentFiles": [
- "levels/level02.tmx",
- "tilesets/tiles.tsx",
- "levels/level01.tmx",
- "parallax/snow.tmx",
- "parallax/mountains.tmx",
- "parallax/hills.tmx",
- "parallax/clouds.tmx",
- "tilesets/backgrounds.tsx",
- "/mnt/data/godot/projects/Azaraka/maps/worldmap.tsx",
- "/mnt/data/godot/projects/Azaraka/maps/worldmap.tmx",
- "/mnt/data/godot/projects/Platformer/asset/world1.tmx",
- "/mnt/data/godot/projects/Platformer/asset/spritesheet_ground.tsx"
- ],
- "tileset.embedInMap": false,
- "tileset.lastUsedFilter": "Tiled tileset files (*.tsx *.xml)",
- "tileset.lastUsedFormat": "tsx",
- "tileset.tileSize": {
- "height": 24,
- "width": 24
- },
- "tileset.transparentColor": "#000000",
- "tileset.useTransparentColor": false
-}
diff --git a/godot/levels/Level2.tmx b/godot/levels/Level2.tmx
new file mode 100644
index 0000000..1e27b56
--- /dev/null
+++ b/godot/levels/Level2.tmx
@@ -0,0 +1,29 @@
+
+
diff --git a/godot/levels/level01.tmx.import b/godot/levels/Level2.tmx.import
similarity index 52%
rename from godot/levels/level01.tmx.import
rename to godot/levels/Level2.tmx.import
index b5b61e8..b3d3559 100644
--- a/godot/levels/level01.tmx.import
+++ b/godot/levels/Level2.tmx.import
@@ -2,12 +2,12 @@
importer="vnen.tiled_importer"
type="PackedScene"
-path="res://.import/level01.tmx-65e129bada03d3bf56997e5be6fa923f.scn"
+path="res://.import/Level2.tmx-357d8ae9edfbc85f5abb1db3655640e1.scn"
[deps]
-source_file="res://levels/level01.tmx"
-dest_files=[ "res://.import/level01.tmx-65e129bada03d3bf56997e5be6fa923f.scn" ]
+source_file="res://levels/Level2.tmx"
+dest_files=[ "res://.import/Level2.tmx-357d8ae9edfbc85f5abb1db3655640e1.scn" ]
[params]
@@ -15,7 +15,8 @@ custom_properties=true
tile_metadata=false
uv_clip=true
image_flags=7
-collision_layer=1
+collision_layer=2
+collision_mask=0
embed_internal_images=false
save_tiled_properties=false
add_background=true
diff --git a/godot/Level 1.tscn b/godot/levels/Level2.tscn
similarity index 55%
rename from godot/Level 1.tscn
rename to godot/levels/Level2.tscn
index 3e86c75..717c1fe 100644
--- a/godot/Level 1.tscn
+++ b/godot/levels/Level2.tscn
@@ -1,24 +1,22 @@
-[gd_scene load_steps=4 format=2]
+[gd_scene load_steps=5 format=2]
-[ext_resource path="res://assets/backgrounds/snow.png" type="Texture" id=1]
-[ext_resource path="res://levels/level02.tmx" type="PackedScene" id=2]
-[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=4]
+[ext_resource path="res://CameraLimit.gdns" type="Script" id=1]
+[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2]
+[ext_resource path="res://assets/backgrounds/hills.png" type="Texture" id=3]
+[ext_resource path="res://levels/Level2.tmx" type="PackedScene" id=4]
-[node name="Level 1" type="Node2D"]
+[node name="Level2" type="Node2D"]
-[node name="Player" parent="." instance=ExtResource( 4 )]
-position = Vector2( 8, 5 )
+[node name="Player" parent="." instance=ExtResource( 2 )]
[node name="Camera2D" type="Camera2D" parent="Player"]
current = true
limit_left = 0
limit_top = 0
-limit_right = 2304
-limit_bottom = 576
+limit_right = 512
+limit_bottom = 288
drag_margin_h_enabled = true
drag_margin_v_enabled = true
-editor_draw_limits = true
-editor_draw_drag_margin = true
__meta__ = {
"_edit_bone_": true
}
@@ -29,14 +27,15 @@ rect = Rect2( 0, 0, 24, 24 )
[node name="ParallaxBackground" type="ParallaxBackground" parent="."]
[node name="ParallaxLayer" type="ParallaxLayer" parent="ParallaxBackground"]
-motion_scale = Vector2( 0.2, 1 )
+motion_scale = Vector2( 0.2, 0.2 )
+motion_offset = Vector2( 0, -288 )
motion_mirroring = Vector2( 528, 0 )
[node name="Sprite" type="Sprite" parent="ParallaxBackground/ParallaxLayer"]
-texture = ExtResource( 1 )
+texture = ExtResource( 3 )
centered = false
[node name="Map" type="Node2D" parent="."]
-position = Vector2( 0, 18 )
-[node name="level02" parent="Map" instance=ExtResource( 2 )]
+[node name="Level2" parent="Map" instance=ExtResource( 4 )]
+script = ExtResource( 1 )
diff --git a/godot/levels/Prototype.tmx b/godot/levels/Prototype.tmx
new file mode 100644
index 0000000..f6fb3da
--- /dev/null
+++ b/godot/levels/Prototype.tmx
@@ -0,0 +1,32 @@
+
+
diff --git a/godot/levels/Prototype.tmx.import b/godot/levels/Prototype.tmx.import
new file mode 100644
index 0000000..01f4b39
--- /dev/null
+++ b/godot/levels/Prototype.tmx.import
@@ -0,0 +1,23 @@
+[remap]
+
+importer="vnen.tiled_importer"
+type="PackedScene"
+path="res://.import/Prototype.tmx-1674122a110386791b767b1f6628b68b.scn"
+
+[deps]
+
+source_file="res://levels/Prototype.tmx"
+dest_files=[ "res://.import/Prototype.tmx-1674122a110386791b767b1f6628b68b.scn" ]
+
+[params]
+
+custom_properties=true
+tile_metadata=false
+uv_clip=true
+image_flags=7
+collision_layer=2
+collision_mask=0
+embed_internal_images=false
+save_tiled_properties=false
+add_background=true
+post_import_script=""
diff --git a/godot/levels/Prototype.tscn b/godot/levels/Prototype.tscn
new file mode 100644
index 0000000..b18e1ae
--- /dev/null
+++ b/godot/levels/Prototype.tscn
@@ -0,0 +1,41 @@
+[gd_scene load_steps=5 format=2]
+
+[ext_resource path="res://CameraLimit.gdns" type="Script" id=1]
+[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2]
+[ext_resource path="res://levels/Prototype.tmx" type="PackedScene" id=3]
+[ext_resource path="res://assets/backgrounds/mountains.png" type="Texture" id=4]
+
+[node name="Prototype" type="Node2D"]
+
+[node name="Player" parent="." instance=ExtResource( 2 )]
+
+[node name="Camera2D" type="Camera2D" parent="Player"]
+current = true
+limit_left = 0
+limit_top = 0
+limit_right = 512
+limit_bottom = 288
+drag_margin_h_enabled = true
+drag_margin_v_enabled = true
+__meta__ = {
+"_edit_bone_": true
+}
+
+[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="Player/Camera2D"]
+rect = Rect2( 0, 0, 24, 24 )
+
+[node name="ParallaxBackground" type="ParallaxBackground" parent="."]
+
+[node name="ParallaxLayer" type="ParallaxLayer" parent="ParallaxBackground"]
+motion_scale = Vector2( 0.2, 0.1 )
+motion_offset = Vector2( 0, -288 )
+motion_mirroring = Vector2( 528, 0 )
+
+[node name="Sprite" type="Sprite" parent="ParallaxBackground/ParallaxLayer"]
+texture = ExtResource( 4 )
+centered = false
+
+[node name="Map" type="Node2D" parent="."]
+
+[node name="Prototype" parent="Map" instance=ExtResource( 3 )]
+script = ExtResource( 1 )
diff --git a/godot/levels/level01.tmx b/godot/levels/level01.tmx
deleted file mode 100644
index 9bc5967..0000000
--- a/godot/levels/level01.tmx
+++ /dev/null
@@ -1,112 +0,0 @@
-
-
diff --git a/godot/parallax/clouds.tmx b/godot/parallax/clouds.tmx
index 59fcd96..5eb1130 100644
--- a/godot/parallax/clouds.tmx
+++ b/godot/parallax/clouds.tmx
@@ -2,31 +2,8 @@
diff --git a/godot/parallax/hills.tmx b/godot/parallax/hills.tmx
index bf732ab..5373dbb 100644
--- a/godot/parallax/hills.tmx
+++ b/godot/parallax/hills.tmx
@@ -2,31 +2,8 @@
diff --git a/godot/parallax/mountains.tmx b/godot/parallax/mountains.tmx
index e963695..968553e 100644
--- a/godot/parallax/mountains.tmx
+++ b/godot/parallax/mountains.tmx
@@ -2,31 +2,8 @@
diff --git a/godot/parallax/snow.tmx b/godot/parallax/snow.tmx
index b35f59d..adabf88 100644
--- a/godot/parallax/snow.tmx
+++ b/godot/parallax/snow.tmx
@@ -2,31 +2,8 @@
diff --git a/godot/project.godot b/godot/project.godot
index a7f684a..52b2be8 100644
--- a/godot/project.godot
+++ b/godot/project.godot
@@ -10,7 +10,8 @@ config_version=4
[application]
-config/name="Juego"
+config/name="Alai"
+config/description="This game is for testing an Artificial Intelligence."
run/main_scene="res://Main.tscn"
config/icon="res://icon.png"
@@ -21,6 +22,10 @@ window/size/height=288
window/stretch/mode="viewport"
window/stretch/aspect="keep"
+[editor]
+
+scene/scene_naming=1
+
[editor_plugins]
enabled=PoolStringArray( "res://addons/vnen.tiled_importer/plugin.cfg" )
@@ -48,6 +53,18 @@ texture={
"stream": false,
"svg/scale": 1.0
}
+vnen.tiled_importer={
+"add_background": true,
+"collision_layer": 2,
+"collision_mask": 0,
+"custom_properties": true,
+"embed_internal_images": false,
+"image_flags": 7,
+"post_import_script": "",
+"save_tiled_properties": false,
+"tile_metadata": false,
+"uv_clip": true
+}
[input]
@@ -74,14 +91,25 @@ right={
]
}
+[layer_names]
+
+2d_physics/layer_1="Player"
+2d_physics/layer_2="Tiles"
+
[physics]
common/enable_pause_aware_picking=true
+2d/cell_size=18
[rendering]
-environment/default_environment="res://default_env.tres"
+2d/snapping/use_gpu_pixel_snap=true
+misc/lossless_compression/force_png=true
[tiled_importer]
enable_json_format=false
+
+[world]
+
+2d/cell_size=18
diff --git a/godot/state_machine/State.gdns b/godot/state_machine/State.gdns
new file mode 100644
index 0000000..757946d
--- /dev/null
+++ b/godot/state_machine/State.gdns
@@ -0,0 +1,8 @@
+[gd_resource type="NativeScript" load_steps=2 format=2]
+
+[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
+
+[resource]
+resource_name = "State"
+class_name = "State"
+library = ExtResource( 1 )
diff --git a/godot/state_machine/StateMachine.gdns b/godot/state_machine/StateMachine.gdns
new file mode 100644
index 0000000..77bc502
--- /dev/null
+++ b/godot/state_machine/StateMachine.gdns
@@ -0,0 +1,8 @@
+[gd_resource type="NativeScript" load_steps=2 format=2]
+
+[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
+
+[resource]
+resource_name = "StateMachine"
+class_name = "StateMachine"
+library = ExtResource( 1 )
diff --git a/godot/tilesets/backgrounds.tsx b/godot/tilesets/backgrounds.tsx
index 1635d01..5e4097e 100644
--- a/godot/tilesets/backgrounds.tsx
+++ b/godot/tilesets/backgrounds.tsx
@@ -1,4 +1,5 @@
+
diff --git a/godot/tilesets/tiles.tsx b/godot/tilesets/tiles.tsx
index 0112499..547a5ff 100644
--- a/godot/tilesets/tiles.tsx
+++ b/godot/tilesets/tiles.tsx
@@ -1,5 +1,6 @@
+
@@ -21,11 +22,56 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -46,21 +92,46 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
+
+
-
-
+
+
@@ -105,8 +176,8 @@
-
-
+
+
@@ -129,10 +200,15 @@
+
+
+
+
+
-
-
+
+
@@ -155,6 +231,38 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -182,10 +290,25 @@
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -206,6 +329,26 @@
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
@@ -226,10 +369,20 @@
+
+
+
+
+
+
+
+
+
+
-
-
+
+
diff --git a/src/CameraLimit.cpp b/src/CameraLimit.cpp
new file mode 100644
index 0000000..ca0dae6
--- /dev/null
+++ b/src/CameraLimit.cpp
@@ -0,0 +1,52 @@
+#include "CameraLimit.h"
+
+#include
+#include
+#include
+#include
+#include
+
+using namespace godot;
+
+void CameraLimit::_register_methods()
+{
+ register_method("_ready", &CameraLimit::_ready);
+}
+
+CameraLimit::CameraLimit()
+{
+}
+
+CameraLimit::~CameraLimit()
+{
+}
+
+void CameraLimit::_init()
+{
+}
+
+void CameraLimit::_ready()
+{
+ auto node = find_node("Middleground");
+ auto middle_ground = cast_to(node);
+ if (middle_ground != NULL)
+ {
+ auto used_rect = middle_ground->get_used_rect();
+ auto bounds = Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y - 1);
+ node = get_tree()->get_root()->find_node("Camera2D", true, false);
+ auto camera = cast_to(node);
+ if (camera != NULL)
+ {
+ camera->set_limit(2, bounds.x * middle_ground->get_cell_size().x);
+ camera->set_limit(3, bounds.y * middle_ground->get_cell_size().y);
+ }
+ else
+ {
+ ERR_PRINT("Could not find Camera2D node!");
+ }
+ }
+ else
+ {
+ ERR_PRINT("Could not find Middleground node!");
+ }
+}
diff --git a/src/CameraLimit.h b/src/CameraLimit.h
new file mode 100644
index 0000000..838d4b5
--- /dev/null
+++ b/src/CameraLimit.h
@@ -0,0 +1,48 @@
+#ifndef ALAI_CAMERA_LIMIT_H
+#define ALAI_CAMERA_LIMIT_H
+
+#include
+#include
+
+namespace godot
+{
+ class CameraLimit: public Node2D
+ {
+ GODOT_CLASS(CameraLimit, Node2D)
+
+ 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 Camera Limit object.
+ *
+ */
+ CameraLimit();
+
+ /**
+ * @brief Destroy the Camera Limit object.
+ *
+ */
+ ~CameraLimit();
+
+ /**
+ * @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 Code to be run when ready.
+ *
+ * @details This method is run when all the children of this node are ready.
+ */
+ void _ready();
+ };
+}
+#endif
diff --git a/src/Main.cpp b/src/Main.cpp
index 6202fcf..4f91c0c 100644
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -3,14 +3,16 @@
#include
using namespace godot;
+using namespace main;
void Main::_register_methods()
{
register_method("_ready", &Main::_ready);
register_method("_physics_process", &Main::_physics_process);
- register_property("full_screen", &Main::set_full_screen, &Main::get_full_screen, JUEGO_MAIN_FULL_SCREEN);
- register_property("window_size", &Main::set_window_size, &Main::get_window_size, JUEGO_MAIN_WINDOW_SIZE);
- register_property("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, JUEGO_MAIN_LAUNCH_SCREEN);
+ register_property>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("PackedScene"));
+ register_property("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
+ register_property("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
+ register_property("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
}
Main::Main()
@@ -26,9 +28,9 @@ void Main::_init()
_os = OS::get_singleton();
_input = Input::get_singleton();
- full_screen = JUEGO_MAIN_FULL_SCREEN;
- window_size = JUEGO_MAIN_WINDOW_SIZE;
- launch_screen = JUEGO_MAIN_LAUNCH_SCREEN;
+ full_screen = main::full_screen;
+ window_size = main::window_size;
+ launch_screen = main::launch_screen;
}
void Main::_ready()
@@ -39,17 +41,15 @@ void Main::_ready()
}
else
{
- String resolution = String("Resolution before: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
- Godot::print(resolution);
-
_os->set_window_size(window_size);
_os->set_window_position(
_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5
);
+ }
- resolution = String("Resolution after: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
-
- Godot::print(resolution);
+ if (level != NULL)
+ {
+ add_child(level->instance());
}
}
@@ -61,39 +61,49 @@ void Main::_physics_process(float delta)
}
}
-void Main::set_full_screen(bool new_full_screen)
+void Main::set_level(Ref level)
{
- full_screen = new_full_screen;
+ this->level = level;
+}
+
+Ref Main::get_level()
+{
+ return this->level;
+}
+
+void Main::set_full_screen(bool full_screen)
+{
+ this->full_screen = full_screen;
}
bool Main::get_full_screen()
{
- return full_screen;
+ return this->full_screen;
}
-void Main::set_window_size(Vector2 new_window_size)
+void Main::set_window_size(Vector2 window_size)
{
- window_size = new_window_size;
+ this-> window_size = window_size;
}
Vector2 Main::get_window_size()
{
- return window_size;
+ return this->window_size;
}
-void Main::set_launch_screen(int8_t new_launch_screen)
+void Main::set_launch_screen(int8_t launch_screen)
{
- launch_screen = new_launch_screen;
+ this->launch_screen = launch_screen;
}
int8_t Main::get_launch_screen()
{
- if (launch_screen == -1)
+ if (this->launch_screen == -1)
{
return _os->get_current_screen();
}
else
{
- return launch_screen;
+ return this->launch_screen;
}
}
diff --git a/src/Main.h b/src/Main.h
new file mode 100644
index 0000000..d89c5c9
--- /dev/null
+++ b/src/Main.h
@@ -0,0 +1,186 @@
+#ifndef ALAI_MAIN_H
+#define ALAI_MAIN_H
+
+#include
+#include
+#include
+#include
+#include
+#include
+
+/**
+ * @brief This is the godot namespace for all the code included in the library.
+ *
+ * @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
+ */
+namespace godot
+{
+ /**
+ * @brief This namespace houses some global variables and the main class.
+ *
+ */
+ namespace main
+ {
+ /**
+ * @brief The default value for if the game should start in full screen.
+ *
+ */
+ const bool full_screen = false;
+ /**
+ * @brief The default resolution for the game window.
+ *
+ */
+ const Vector2 window_size = Vector2(1280, 720);
+ /**
+ * @brief The default screen the the game should open on.
+ *
+ * @details -1 opens it on the currently active screen. And 0 and above are the screens to use.
+ */
+ const int8_t launch_screen = -1;
+
+ /**
+ * @brief This class controls the Main node.
+ *
+ * @details The main node is responsible for controling the window and the game iteself is a child of it.
+ */
+ class Main : public Node
+ {
+ GODOT_CLASS(Main, Node)
+
+ private:
+ /**
+ * @brief OS singleton.
+ *
+ */
+ OS *_os;
+ /**
+ * @brief Input singleton.
+ *
+ */
+ Input *_input;
+
+ /**
+ * @brief The first level to load
+ *
+ */
+ Ref level;
+ /**
+ * @brief If the window is full screen or not.
+ *
+ */
+ bool full_screen;
+ /**
+ * @brief The size of the window.
+ *
+ */
+ Vector2 window_size;
+ /**
+ * @brief The screen to launch the game on.
+ *
+ */
+ int8_t launch_screen;
+
+ 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 Main object.
+ *
+ */
+ Main();
+
+ /**
+ * @brief Destroy the Main object.
+ *
+ */
+ ~Main();
+
+ /**
+ * @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 Code to be run when ready.
+ *
+ * @details This method is run when all the children of this node are ready.
+ */
+ void _ready();
+
+ /**
+ * @brief This class handles the physics processing.
+ *
+ * @details Every delta time, this function is called to check for input and update positioning.
+ *
+ * @param[in] delta The difference in time that passed since the last call to this method.
+ */
+ void _physics_process(float delta);
+
+ /**
+ * @brief Set the level object.
+ *
+ * @param[in] level The new level to load when starting.
+ */
+ void set_level(Ref level);
+
+ /**
+ * @brief Get the level object.
+ *
+ * @return Ref The level scene to load.
+ */
+ Ref get_level();
+
+ /**
+ * @brief Set the full screen object.
+ *
+ * @param[in] full_screen The new full screen state.
+ */
+ void set_full_screen(bool full_screen);
+
+ /**
+ * @brief Get the full screen object.
+ *
+ * @return true If full screen.
+ * @return false If not full screen.
+ */
+ bool get_full_screen();
+
+ /**
+ * @brief Set the window size object.
+ *
+ * @param[in] window_size The new window size.
+ */
+ void set_window_size(Vector2 window_size);
+
+ /**
+ * @brief Get the window size object.
+ *
+ * @return Vector2 The window size.
+ */
+ Vector2 get_window_size();
+
+ /**
+ * @brief Set the launch screen object.
+ *
+ * @param[in] launch_screen The launch screen to use.
+ */
+ void set_launch_screen(int8_t launch_screen);
+
+ /**
+ * @brief Get the launch screen object.
+ *
+ * @return int8_t The launch screen.
+ */
+ int8_t get_launch_screen();
+ };
+ }
+}
+
+#endif
diff --git a/src/godot.cpp b/src/godot.cpp
index 4389706..1c56d09 100644
--- a/src/godot.cpp
+++ b/src/godot.cpp
@@ -1,15 +1,30 @@
#include
+#include "state_machine/StateMachine.h"
+#include "state_machine/State.h"
#include "Main.h"
-#include "Player.h"
+#include "CameraLimit.h"
+#include "player/Player.h"
+#include "player/states/PlayerIdle.h"
+#include "player/states/PlayerMove.h"
+#include "player/states/PlayerJump.h"
+#include "player/states/PlayerFall.h"
using namespace godot;
+/**
+ * @brief This function connects the gdnative init function.
+ *
+ */
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
{
Godot::gdnative_init(o);
}
+/**
+ * @brief This function connects the gdnative terminate function.
+ *
+ */
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o)
{
// This next line is a workaround to fix bug:
@@ -18,9 +33,20 @@ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_opt
Godot::gdnative_terminate(o);
}
+/**
+ * @brief This function connects the init methods in the classes to godot's gdnative.
+ *
+ */
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
{
Godot::nativescript_init(handle);
- register_class();
- register_class();
+ register_class();
+ register_class();
+ register_class();
+ register_class();
+ register_class();
+ register_class();
+ register_class();
+ register_class();
+ register_class();
}
diff --git a/src/include/Main.h b/src/include/Main.h
deleted file mode 100644
index 98c5611..0000000
--- a/src/include/Main.h
+++ /dev/null
@@ -1,143 +0,0 @@
-#ifndef JUEGO_MAIN_H
-#define JUEGO_MAIN_H
-
-#include
-#include
-#include
-#include
-
-/**
- * @brief If the game should be full screen or not by default.
- */
-#define JUEGO_MAIN_FULL_SCREEN false
-/**
- * @brief The default size of the window.
- * @details This is ignored if full screen is true.
- */
-#define JUEGO_MAIN_WINDOW_SIZE Vector2(1280, 720)
-/**
- * @brief Which screen to launch the game on.
- * @details If -1 it will launch the game on the "active" screen. Anything between 0 and N represents the screen number to show the game on when opened.
- */
-#define JUEGO_MAIN_LAUNCH_SCREEN -1
-
-/**
- * @brief This is the godot namespace for all the code included in the library.
- * @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
- */
-namespace godot
-{
- /**
- * @brief This class controls the Main node.
- * @details The main node is responsible for controling the window and the game iteself is a child of it.
- */
- class Main : public Node
- {
- GODOT_CLASS(Main, Node)
-
- private:
- /**
- * @brief OS singleton.
- */
- OS *_os;
- /**
- * @brief Input singleton.
- */
- Input *_input;
-
- /**
- * @brief If the window is full screen or not.
- */
- bool full_screen;
- /**
- * @brief The size of the window.
- */
- Vector2 window_size;
- /**
- * @brief The screen to launch the game on.
- */
- int8_t launch_screen;
-
- 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 Main object.
- */
- Main();
-
- /**
- * @brief Destroy the Main object.
- */
- ~Main();
-
- /**
- * @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 Code to be run when ready.
- * @details This method is run when all the children of this node are ready.
- */
- void _ready();
-
- /**
- * @brief This class handles the physics processing.
- * @details Every delta time, this function is called to check for input and update positioning.
- *
- * @param[in] delta The difference in time that passed since the last call to this method.
- */
- void _physics_process(float delta);
-
- /**
- * @brief Set the full screen object.
- *
- * @param[in] new_full_screen The new full screen state.
- */
- void set_full_screen(bool new_full_screen);
-
- /**
- * @brief Get the full screen object.
- *
- * @return true If full screen.
- * @return false If not full screen.
- */
- bool get_full_screen();
-
- /**
- * @brief Set the window size object.
- *
- * @param[in] new_window_size The new window size.
- */
- void set_window_size(Vector2 new_window_size);
-
- /**
- * @brief Get the window size object.
- *
- * @return Vector2 The window size.
- */
- Vector2 get_window_size();
-
- /**
- * @brief Set the launch screen object.
- *
- * @param[in] new_launch_screen The launch screen to use.
- */
- void set_launch_screen(int8_t new_launch_screen);
-
- /**
- * @brief Get the launch screen object.
- *
- * @return int8_t The launch screen.
- */
- int8_t get_launch_screen();
- };
-}
-
-#endif
diff --git a/src/include/Player.h b/src/include/Player.h
deleted file mode 100644
index ab30e97..0000000
--- a/src/include/Player.h
+++ /dev/null
@@ -1,219 +0,0 @@
-#ifndef JUEGO_PLAYER_H
-#define JUEGO_PLAYER_H
-
-/**
- * @brief This resource is loaded by default for the AnimatedSprite node.
- */
-#define JUEGO_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
-/**
- * @brief The speed the player should move it.
- */
-#define JUEGO_PLAYER_SPEED 100.0
-/**
- * @brief The force applied to the player when jumping.
- */
-#define JUEGO_PLAYER_JUMP_FORCE 300.0
-/**
- * @brief The gravity applied to the player.
- */
-#define JUEGO_PLAYER_GRAVITY 9.81
-/**
- * @brief The multiplier used to change the speed of the player when running.
- */
-#define JUEGO_PLAYER_RUN_SPEED 2.0
-
-#include
-#include
-#include
-#include
-#include
-#include
-#include
-#include
-#include
-#include
-
-/**
- * @brief This is the godot namespace for all the code included in the library.
- * @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
- */
-namespace godot
-{
- /**
- * @brief This class is used to control the player.
- * @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
- */
- class Player : public KinematicBody2D
- {
- GODOT_CLASS(Player, KinematicBody2D)
-
- private:
- /**
- * @brief OS singleton.
- */
- OS *_os;
- /**
- * @brief Input singleton.
- */
- Input *_input;
- /**
- * @brief ResourceLoader singleton.
- */
- ResourceLoader *_resource_loader;
-
- /**
- * @brief The animated sprite connected to the KinematicBody2D.
- */
- AnimatedSprite *animated_sprite;
- /**
- * @brief The sprite frames used in the animated sprite.
- */
- Ref sprite_frames;
- /**
- * @brief The coins the player has collected.
- */
- uint8_t coins;
- /**
- * @brief The velocity at which moves the player moves.
- */
- Vector2 velocity;
- /**
- * @brief The speed that the player moves in.
- */
- float speed;
- /**
- * @brief The force applied to the player when jumping.
- */
- float jump_force;
- /**
- * @brief The gravity applied to the player.
- */
- float gravity;
- /**
- * @brief The speed multiplier used to make the player move faster.
- */
- float run_speed;
-
- /**
- * @brief State of jumping of the player. To be replaced with a state machine in the future.
- */
- uint8_t jumping;
-
- 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 Player object.
- */
- Player();
-
- /**
- * @brief Destroy the Player object.
- */
- ~Player();
-
- /**
- * @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 Code to be run when ready.
- * @details This method is run when all the children of this node are ready.
- */
- void _ready();
-
- /**
- * @brief This class handles the physics processing.
- * @details Every delta time, this function is called to check for input and update positioning.
- *
- * @param[in] delta The difference in time that passed since the last call to this method.
- */
- void _physics_process(float delta);
-
- /**
- * @brief Set the sprite frames object.
- *
- * @param[in] new_sprite_frames The new sprite frame.
- */
- void set_sprite_frames(Ref new_sprite_frames);
-
- /**
- * @brief Get the sprite frames object.
- *
- * @return Ref A reference to the sprite frames object.
- */
- Ref get_sprite_frames();
-
- /**
- * @brief Set the speed object.
- *
- * @param[in] new_speed The new speed.
- */
- void set_speed(float new_speed);
-
- /**
- * @brief Get the speed object.
- *
- * @return float The current speed of the player.
- */
- float get_speed();
-
- /**
- * @brief Set the jump force object.
- *
- * @param[in] new_jump_force The new force applied to the player to make him jump.
- */
- void set_jump_force(float new_jump_force);
-
- /**
- * @brief Get the jump force object.
- *
- * @return float The current force being applied to the player.
- */
- float get_jump_force();
-
- /**
- * @brief Set the gravity object.
- *
- * @param[in] new_gravity The new gravity to apply to the player.
- */
- void set_gravity(float new_gravity);
-
- /**
- * @brief Get the gravity object.
- *
- * @return float The current gravity applied to the player.
- */
- float get_gravity();
-
- /**
- * @brief Set the run speed object.
- *
- * @param[in] new_run_speed The new speed for running.
- */
- void set_run_speed(float new_run_speed);
-
- /**
- * @brief Get the run speed object.
- *
- * @return float The current run speed of the player.
- */
- float get_run_speed();
-
- /**
- * @brief This signal is called when the player moves.
- * @details The jump action is not included in this signal, just moving left or right.
- *
- * @param[in] position The new position of the player.
- */
- void _on_Player_player_moved(Vector2 position);
- };
-}
-
-#endif
diff --git a/src/Player.cpp b/src/player/Player.cpp
similarity index 56%
rename from src/Player.cpp
rename to src/player/Player.cpp
index efb7fda..843043b 100644
--- a/src/Player.cpp
+++ b/src/player/Player.cpp
@@ -1,4 +1,4 @@
-#include "Player.h"
+#include "player/Player.h"
#include
#include
@@ -7,18 +7,20 @@
#include
using namespace godot;
+using namespace player;
void Player::_register_methods()
{
register_method("_ready", &Player::_ready);
register_method("_physics_process", &Player::_physics_process);
- register_method("_on_Player_player_moved", &Player::_on_Player_player_moved);
+ register_method("set_velocity", &Player::set_velocity);
+ register_method("get_velocity", &Player::get_velocity);
//register_property>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
- register_property("speed", &Player::set_speed, &Player::get_speed, JUEGO_PLAYER_SPEED);
- register_property("jump_force", &Player::set_jump_force, &Player::get_jump_force, JUEGO_PLAYER_JUMP_FORCE);
- register_property("gravity", &Player::set_gravity, &Player::get_gravity, JUEGO_PLAYER_GRAVITY);
- register_property("run_speed", &Player::set_run_speed, &Player::get_run_speed, JUEGO_PLAYER_RUN_SPEED);
- register_signal("player_moved", "position", GODOT_VARIANT_TYPE_VECTOR2);
+ register_property("speed", &Player::set_speed, &Player::get_speed, player::speed);
+ register_property("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
+ register_property("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
+ register_property("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
+ register_property("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
}
Player::Player()
@@ -31,21 +33,18 @@ Player::~Player()
void Player::_init()
{
- _os = OS::get_singleton();
- _input = Input::get_singleton();
_resource_loader = ResourceLoader::get_singleton();
- //sprite_frames = _resource_loader->load(JUEGO_PLAYER_SPRITE_FRAMES);
- set_speed(JUEGO_PLAYER_SPEED);
- set_jump_force(JUEGO_PLAYER_JUMP_FORCE);
- set_gravity(JUEGO_PLAYER_GRAVITY);
- set_run_speed(JUEGO_PLAYER_RUN_SPEED);
+ //sprite_frames = _resource_loader->load(player::sprite_frames);
+ set_speed(player::speed);
+ set_jump_force(player::jump_force);
+ set_gravity(player::gravity);
+ set_run_speed(player::run_speed);
+ set_double_jump(player::double_jump);
coins = 0;
velocity = Vector2();
-
- jumping = 0;
}
void Player::_ready()
@@ -53,7 +52,7 @@ void Player::_ready()
animated_sprite = get_node("AnimatedSprite");
if (!animated_sprite)
{
- WARN_PRINT("AnimateSprite not found!");
+ ERR_PRINT("AnimateSprite not found!");
animated_sprite = AnimatedSprite()._new();
}
//animated_sprite->set_sprite_frames(sprite_frames);
@@ -74,74 +73,7 @@ void Player::_ready()
void Player::_physics_process(float delta)
{
- auto current_speed = get_speed();
- velocity.x = 0;
- if (_input->is_action_pressed("run"))
- {
- current_speed *= get_run_speed();
- }
-
- if (_input->is_action_pressed("right"))
- {
- velocity.x += current_speed;
- }
-
- if (_input->is_action_pressed("left"))
- {
- velocity.x += -current_speed;
- }
-
- if (velocity.x > 0)
- {
- animated_sprite->play("move");
- animated_sprite->set_flip_h(true);
- }
- else if (velocity.x < 0)
- {
- animated_sprite->play("move");
- animated_sprite->set_flip_h(false);
- }
- else
- {
- animated_sprite->stop();
- animated_sprite->set_animation("idle");
- }
-
- if (jumping > 0 && is_on_floor())
- {
- animated_sprite->set_frame(1);
- jumping = 0;
- }
-
- if (!is_on_floor())
- {
- animated_sprite->stop();
- animated_sprite->set_animation("air");
- if (jumping == 0)
- {
- jumping = 2;
- }
- }
-
velocity.y += get_gravity();
- if (_input->is_action_just_pressed("jump") && jumping < 2)
- {
- velocity.y = -get_jump_force();
- jumping++;
- }
-
- if (_input->is_action_just_released("jump"))
- {
- if (velocity.y < -100)
- {
- velocity.y = -100;
- }
- }
-
- if (velocity.x < 0 || velocity.x > 0)
- {
- //emit_signal("player_moved", get_position());
- }
velocity = move_and_slide(velocity, Vector2::UP, true);
velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
@@ -170,7 +102,6 @@ void Player::_physics_process(float delta)
{
if (get_parent()->get_class() == "TileMap")
{
- Godot::print("Off screen");
auto error = get_tree()->change_scene("res://Main.tscn");
if (error != Error::OK)
{
@@ -181,57 +112,72 @@ void Player::_physics_process(float delta)
}
}
-void Player::set_sprite_frames(Ref new_sprite_frames)
+void Player::set_sprite_frames(Ref sprite_frames)
{
- sprite_frames = new_sprite_frames;
+ this->sprite_frames = sprite_frames;
}
Ref Player::get_sprite_frames()
{
- return sprite_frames;
+ return this->sprite_frames;
}
-void Player::set_speed(float new_speed)
+void Player::set_speed(float speed)
{
- speed = new_speed;
+ this->speed = speed;
}
float Player::get_speed()
{
- return speed;
+ return this->speed;
}
-void Player::set_jump_force(float new_jump_force)
+void Player::set_jump_force(float jump_force)
{
- jump_force = new_jump_force;
+ this->jump_force = jump_force;
}
float Player::get_jump_force()
{
- return jump_force;
+ return this->jump_force;
}
-void Player::set_gravity(float new_gravity)
+void Player::set_gravity(float gravity)
{
- gravity = new_gravity;
+ this->gravity = gravity;
}
float Player::get_gravity()
{
- return gravity;
+ return this->gravity;
}
-void Player::set_run_speed(float new_run_speed)
+void Player::set_run_speed(float run_speed)
{
- run_speed = new_run_speed;
+ this->run_speed = run_speed;
}
float Player::get_run_speed()
{
- return run_speed;
+ return this->run_speed;
}
-void Player::_on_Player_player_moved(Vector2 position)
+void Player::set_double_jump(bool double_jump)
{
- Godot::print(position);
+ this->double_jump = double_jump;
+}
+
+bool Player::get_double_jump()
+{
+ return this->double_jump;
+}
+
+void Player::set_velocity(Vector2 velocity)
+{
+ this->velocity = velocity;
+}
+
+Vector2 Player::get_velocity()
+{
+ return this->velocity;
}
diff --git a/src/player/Player.h b/src/player/Player.h
new file mode 100644
index 0000000..fd2474a
--- /dev/null
+++ b/src/player/Player.h
@@ -0,0 +1,262 @@
+#ifndef ALAI_PLAYER_H
+#define ALAI_PLAYER_H
+
+#include
+#include
+#include
+#include
+#include
+#include
+
+/**
+ * @brief This is the godot namespace for all the code included in the library.
+ *
+ * @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
+ */
+namespace godot
+{
+ /**
+ * @brief This namespace contains the global variables related to the player and its states.
+ *
+ */
+ namespace player
+ {
+ /**
+ * @brief The default sprite resource of the player.
+ *
+ */
+ const char player_sprite_frames[] = "res://characters/player/sprites/green.tres";
+ /**
+ * @brief The default speed of the player.
+ *
+ */
+ const float speed = 60.0;
+ /**
+ * @brief The default jump force applied when jumping.
+ *
+ */
+ const float jump_force = 300.0;
+ /**
+ * @brief The default gravity applied to the player.
+ *
+ */
+ const float gravity = 9.81;
+ /**
+ * @brief The default run speed multiplier.
+ *
+ */
+ const float run_speed = 2.0;
+ /**
+ * @brief The default double jump activation state.
+ *
+ */
+ const bool double_jump = true;
+
+ /**
+ * @brief This class is used to control the player.
+ *
+ * @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
+ */
+ class Player : public KinematicBody2D
+ {
+ GODOT_CLASS(Player, KinematicBody2D)
+
+ private:
+ /**
+ * @brief ResourceLoader singleton.
+ *
+ */
+ ResourceLoader *_resource_loader;
+
+ /**
+ * @brief The animated sprite connected to the KinematicBody2D.
+ *
+ */
+ AnimatedSprite *animated_sprite;
+ /**
+ * @brief The sprite frames used in the animated sprite.
+ *
+ */
+ Ref sprite_frames;
+ /**
+ * @brief The coins the player has collected.
+ *
+ */
+ uint8_t coins;
+ /**
+ * @brief The velocity at which moves the player moves.
+ *
+ */
+ Vector2 velocity;
+ /**
+ * @brief The speed that the player moves in.
+ *
+ */
+ float speed;
+ /**
+ * @brief The force applied to the player when jumping.
+ *
+ */
+ float jump_force;
+ /**
+ * @brief The gravity applied to the player.
+ *
+ */
+ float gravity;
+ /**
+ * @brief The speed multiplier used to make the player move faster.
+ *
+ */
+ float run_speed;
+ /**
+ * @brief If double jump is enabled or not.
+ *
+ */
+ bool double_jump;
+
+ 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 Player object.
+ *
+ */
+ Player();
+
+ /**
+ * @brief Destroy the Player object.
+ *
+ */
+ ~Player();
+
+ /**
+ * @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 Code to be run when ready.
+ *
+ * @details This method is run when all the children of this node are ready.
+ */
+ void _ready();
+
+ /**
+ * @brief This class handles the physics processing.
+ *
+ * @details Every delta time, this function is called to check for input and update positioning.
+ *
+ * @param[in] delta The difference in time that passed since the last call to this method.
+ */
+ void _physics_process(float delta);
+
+ /**
+ * @brief Set the sprite frames object.
+ *
+ * @param[in] sprite_frames The new sprite frame.
+ */
+ void set_sprite_frames(Ref sprite_frames);
+
+ /**
+ * @brief Get the sprite frames object.
+ *
+ * @return Ref A reference to the sprite frames object.
+ */
+ Ref get_sprite_frames();
+
+ /**
+ * @brief Set the speed object.
+ *
+ * @param[in] speed The new speed.
+ */
+ void set_speed(float speed);
+
+ /**
+ * @brief Get the speed object.
+ *
+ * @return float The current speed of the player.
+ */
+ float get_speed();
+
+ /**
+ * @brief Set the jump force object.
+ *
+ * @param[in] jump_force The new force applied to the player to make him jump.
+ */
+ void set_jump_force(float jump_force);
+
+ /**
+ * @brief Get the jump force object.
+ *
+ * @return float The current force being applied to the player.
+ */
+ float get_jump_force();
+
+ /**
+ * @brief Set the gravity object.
+ *
+ * @param[in] gravity The new gravity to apply to the player.
+ */
+ void set_gravity(float gravity);
+
+ /**
+ * @brief Get the gravity object.
+ *
+ * @return float The current gravity applied to the player.
+ */
+ float get_gravity();
+
+ /**
+ * @brief Set the run speed object.
+ *
+ * @param[in] run_speed The new speed for running.
+ */
+ void set_run_speed(float run_speed);
+
+ /**
+ * @brief Get the run speed object.
+ *
+ * @return float The current run speed of the player.
+ */
+ float get_run_speed();
+
+ /**
+ * @brief Set the double jump object.
+ *
+ * @param[in] double_jump The new double dump value.
+ */
+ void set_double_jump(bool double_jump);
+
+ /**
+ * @brief Get the double jump object.
+ *
+ * @return true If double jump is enabled.
+ * @return false If double jump is disabled.
+ */
+ bool get_double_jump();
+
+ /**
+ * @brief Set the velocity object.
+ *
+ * @param[in] velocity The new velocity of the player.
+ */
+ void set_velocity(Vector2 velocity);
+
+ /**
+ * @brief Get the velocity object.
+ *
+ * @return Vector2 Returns the velocity of the player.
+ */
+ Vector2 get_velocity();
+ };
+ }
+}
+
+#endif
diff --git a/src/player/states/PlayerFall.cpp b/src/player/states/PlayerFall.cpp
new file mode 100644
index 0000000..c3e6ff4
--- /dev/null
+++ b/src/player/states/PlayerFall.cpp
@@ -0,0 +1,78 @@
+#include "player/states/PlayerFall.h"
+#include "player/Player.h"
+
+using namespace godot;
+using namespace player;
+
+void PlayerFall::_register_methods()
+{
+ register_method("_state_enter", &PlayerFall::_state_enter);
+ register_method("_state_exit", &PlayerFall::_state_exit);
+ register_method("_physics_process", &PlayerFall::_physics_process);
+}
+
+PlayerFall::PlayerFall()
+{
+}
+
+PlayerFall::~PlayerFall()
+{
+}
+
+void PlayerFall::_init()
+{
+ _input = Input::get_singleton();
+}
+
+void PlayerFall::_state_enter()
+{
+ animated_sprite = get_parent()->get_node("AnimatedSprite");
+ animated_sprite->stop();
+ animated_sprite->set_animation("air");
+}
+
+void PlayerFall::_state_exit()
+{
+ animated_sprite->set_animation("move");
+ animated_sprite->set_frame(1);
+}
+
+void PlayerFall::_physics_process(float delta)
+{
+ auto parent = Object::cast_to(get_parent());
+
+ if (parent->is_on_floor())
+ {
+ get_state_machine()->change("Move");
+ return;
+ }
+
+ auto current_speed = parent->get_speed();
+ auto velocity = parent->get_velocity();
+ velocity.x = 0;
+ if (_input->is_action_pressed("run"))
+ {
+ current_speed *= parent->get_run_speed();
+ }
+
+ if (_input->is_action_pressed("right"))
+ {
+ velocity.x += current_speed;
+ }
+
+ if (_input->is_action_pressed("left"))
+ {
+ velocity.x += -current_speed;
+ }
+
+ if (velocity.x > 0)
+ {
+ animated_sprite->set_flip_h(true);
+ }
+ else if (velocity.x < 0)
+ {
+ animated_sprite->set_flip_h(false);
+ }
+
+ parent->set_velocity(velocity);
+}
diff --git a/src/player/states/PlayerFall.h b/src/player/states/PlayerFall.h
new file mode 100644
index 0000000..d53fd4f
--- /dev/null
+++ b/src/player/states/PlayerFall.h
@@ -0,0 +1,89 @@
+#ifndef JUEGO_PLAYER_FALL_H
+#define JUEGO_PLAYER_FALL_H
+
+#include "state_machine/State.h"
+
+#include
+#include
+#include
+
+/**
+ * @brief This is the godot namespace for all the code included in the library.
+ *
+ * @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
+ */
+namespace godot
+{
+ namespace player
+ {
+ /**
+ * @brief This class controls what happens when the player is in a falling state.
+ *
+ */
+ class PlayerFall : public State
+ {
+ GODOT_CLASS(PlayerFall, State)
+
+ private:
+ /**
+ * @brief Input singleton.
+ *
+ */
+ Input *_input;
+
+ /**
+ * @brief The animated sprite connected to the player.
+ *
+ */
+ 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();
+
+ /**
+ * @brief Construct a new Player Fall object.
+ *
+ */
+ PlayerFall();
+
+ /**
+ * @brief Destroy the Player Fall object.
+ *
+ */
+ ~PlayerFall();
+
+ /**
+ * @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 fall state is entered.
+ *
+ */
+ void _state_enter();
+
+ /**
+ * @brief Called when the fall state is exited.
+ *
+ */
+ void _state_exit();
+
+ /**
+ * @brief The physics processed every delta time.
+ *
+ * @param[in] delta The time since the method was last run.
+ */
+ void _physics_process(float delta);
+ };
+ }
+}
+
+#endif
diff --git a/src/player/states/PlayerIdle.cpp b/src/player/states/PlayerIdle.cpp
new file mode 100644
index 0000000..026b5cf
--- /dev/null
+++ b/src/player/states/PlayerIdle.cpp
@@ -0,0 +1,65 @@
+#include "player/states/PlayerIdle.h"
+#include "player/Player.h"
+
+using namespace godot;
+using namespace player;
+
+void PlayerIdle::_register_methods()
+{
+ register_method("_state_enter", &PlayerIdle::_state_enter);
+ register_method("_state_exit", &PlayerIdle::_state_exit);
+ register_method("_physics_process", &PlayerIdle::_physics_process);
+}
+
+PlayerIdle::PlayerIdle()
+{
+}
+
+PlayerIdle::~PlayerIdle()
+{
+}
+
+void PlayerIdle::_init()
+{
+ _input = Input::get_singleton();
+}
+
+void PlayerIdle::_state_enter()
+{
+ animated_sprite = get_parent()->get_node("AnimatedSprite");
+ animated_sprite->stop();
+ animated_sprite->set_animation("idle");
+}
+
+void PlayerIdle::_state_exit()
+{
+}
+
+void PlayerIdle::_physics_process(float delta)
+{
+ auto parent = Object::cast_to(get_parent());
+
+ if (_input->is_action_pressed("right"))
+ {
+ get_state_machine()->change("Move");
+ return;
+ }
+
+ if (_input->is_action_pressed("left"))
+ {
+ get_state_machine()->change("Move");
+ return;
+ }
+
+ if (_input->is_action_just_pressed("jump"))
+ {
+ get_state_machine()->change("Jump");
+ return;
+ }
+
+ if (!parent->is_on_floor())
+ {
+ get_state_machine()->change("Fall");
+ return;
+ }
+}
diff --git a/src/player/states/PlayerIdle.h b/src/player/states/PlayerIdle.h
new file mode 100644
index 0000000..76e4685
--- /dev/null
+++ b/src/player/states/PlayerIdle.h
@@ -0,0 +1,84 @@
+#ifndef JUEGO_PLAYER_IDLE_H
+#define JUEGO_PLAYER_IDLE_H
+
+#include "state_machine/State.h"
+
+#include
+#include
+#include
+#include
+
+namespace godot
+{
+ namespace player
+ {
+ /**
+ * @brief This class controls what happens when the player is in the idle state.
+ *
+ */
+ class PlayerIdle : public State
+ {
+ GODOT_CLASS(PlayerIdle, State)
+
+ private:
+ /**
+ * @brief Input singleton.
+ *
+ */
+ Input *_input;
+ /**
+ * @brief The animated sprite of the player.
+ *
+ */
+ 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();
+
+ /**
+ * @brief Construct a new Player Idle object.
+ *
+ */
+ PlayerIdle();
+
+ /**
+ * @brief Destroy the Player Idle object.
+ *
+ */
+ ~PlayerIdle();
+
+ /**
+ * @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 idle state is entered.
+ *
+ */
+ void _state_enter();
+
+ /**
+ * @brief Called when the idle state is exited.
+ *
+ */
+ void _state_exit();
+
+ /**
+ * @brief The physics processed every delta time.
+ *
+ * @param[in] delta The time since the method was last run.
+ */
+ void _physics_process(float delta);
+ };
+ }
+}
+
+#endif
diff --git a/src/player/states/PlayerJump.cpp b/src/player/states/PlayerJump.cpp
new file mode 100644
index 0000000..8255e1b
--- /dev/null
+++ b/src/player/states/PlayerJump.cpp
@@ -0,0 +1,105 @@
+#include "player/states/PlayerJump.h"
+#include "player/Player.h"
+
+using namespace godot;
+using namespace player;
+
+void PlayerJump::_register_methods()
+{
+ register_method("_state_enter", &PlayerJump::_state_enter);
+ register_method("_state_exit", &PlayerJump::_state_exit);
+ register_method("_physics_process", &PlayerJump::_physics_process);
+}
+
+PlayerJump::PlayerJump()
+{
+}
+
+PlayerJump::~PlayerJump()
+{
+}
+
+void PlayerJump::_init()
+{
+ _input = Input::get_singleton();
+}
+
+void PlayerJump::_state_enter(const String state)
+{
+ animated_sprite = get_parent()->get_node("AnimatedSprite");
+ animated_sprite->stop();
+ animated_sprite->set_animation("air");
+
+ if (state == "Jump")
+ {
+ double_jumped = true;
+ }
+ else
+ {
+ double_jumped = false;
+ }
+
+ auto parent = Object::cast_to(get_parent());
+ auto velocity = parent->get_velocity();
+ velocity.y = -parent->get_jump_force();
+ parent->set_velocity(velocity);
+}
+
+void PlayerJump::_state_exit()
+{
+ animated_sprite->set_animation("move");
+ animated_sprite->set_frame(1);
+}
+
+void PlayerJump::_physics_process(float delta)
+{
+ auto parent = Object::cast_to(get_parent());
+ if (parent->is_on_floor())
+ {
+ get_state_machine()->change("Move");
+ return;
+ }
+
+ auto current_speed = parent->get_speed();
+ auto velocity = parent->get_velocity();
+ velocity.x = 0;
+ if (_input->is_action_pressed("run"))
+ {
+ current_speed *= parent->get_run_speed();
+ }
+
+ if (_input->is_action_pressed("right"))
+ {
+ velocity.x += current_speed;
+ }
+
+ if (_input->is_action_pressed("left"))
+ {
+ velocity.x += -current_speed;
+ }
+
+ if (_input->is_action_just_released("jump"))
+ {
+ if (velocity.y < -100)
+ {
+ velocity.y = -100;
+ }
+ }
+
+ if (parent->get_double_jump() && !double_jumped && _input->is_action_just_pressed("jump"))
+ {
+ get_state_machine()->change("Jump");
+ return;
+ }
+
+ if (velocity.x > 0)
+ {
+ animated_sprite->set_flip_h(true);
+ }
+ else if (velocity.x < 0)
+ {
+ animated_sprite->set_flip_h(false);
+ }
+
+ parent->set_velocity(velocity);
+}
diff --git a/src/player/states/PlayerJump.h b/src/player/states/PlayerJump.h
new file mode 100644
index 0000000..aee1059
--- /dev/null
+++ b/src/player/states/PlayerJump.h
@@ -0,0 +1,91 @@
+#ifndef JUEGO_PLAYER_JUMP_H
+#define JUEGO_PLAYER_JUMP_H
+
+#include "state_machine/State.h"
+
+#include
+#include
+#include
+
+namespace godot
+{
+ namespace player
+ {
+ /**
+ * @brief This class control what happens when the player is in the jump state.
+ *
+ */
+ class PlayerJump : public State
+ {
+ GODOT_CLASS(PlayerJump, State)
+
+ private:
+ /**
+ * @brief Input singleton.
+ *
+ */
+ Input *_input;
+ /**
+ * @brief The animated sprite connected to the player.
+ *
+ */
+ AnimatedSprite *animated_sprite;
+ /**
+ * @brief If the player has already performed a double jump or not.
+ *
+ */
+ bool double_jumped;
+
+ 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 Player Jump object.
+ *
+ */
+ PlayerJump();
+
+ /**
+ * @brief Destroy the Player Jump object.
+ *
+ */
+ ~PlayerJump();
+
+ /**
+ * @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 player enters the jump state.
+ *
+ * @details If the previous state was the jump state, a double jump was performed.
+ *
+ * @param[in] state The previous state before this one was entered.
+ */
+ void _state_enter(const String state);
+
+ /**
+ * @brief Called when the player exits the jump state.
+ *
+ */
+ void _state_exit();
+
+ /**
+ * @brief The physics processed every delta time.
+ *
+ * @param[in] delta The time since the method was last run.
+ */
+ void _physics_process(float delta);
+ };
+ }
+}
+
+#endif
diff --git a/src/player/states/PlayerMove.cpp b/src/player/states/PlayerMove.cpp
new file mode 100644
index 0000000..77df13e
--- /dev/null
+++ b/src/player/states/PlayerMove.cpp
@@ -0,0 +1,94 @@
+#include "player/states/PlayerMove.h"
+#include "player/Player.h"
+
+using namespace godot;
+using namespace player;
+
+void PlayerMove::_register_methods()
+{
+ register_method("_state_enter", &PlayerMove::_state_enter);
+ register_method("_state_exit", &PlayerMove::_state_exit);
+ register_method("_physics_process", &PlayerMove::_physics_process);
+}
+
+PlayerMove::PlayerMove()
+{
+}
+
+PlayerMove::~PlayerMove()
+{
+}
+
+void PlayerMove::_init()
+{
+ _input = Input::get_singleton();
+}
+
+void PlayerMove::_state_enter()
+{
+ animated_sprite = get_parent()->get_node("AnimatedSprite");
+ animated_sprite->set_animation("move");
+ animated_sprite->play();
+}
+
+void PlayerMove::_state_exit()
+{
+}
+
+void PlayerMove::_physics_process(float delta)
+{
+ auto parent = Object::cast_to(get_parent());
+
+ auto direction_pressed = false;
+
+ auto current_speed = parent->get_speed();
+ auto velocity = parent->get_velocity();
+ velocity.x = 0;
+ if (_input->is_action_pressed("run"))
+ {
+ current_speed *= parent->get_run_speed();
+ }
+
+ if (_input->is_action_pressed("right"))
+ {
+ direction_pressed = true;
+ velocity.x += current_speed;
+ }
+
+ if (_input->is_action_pressed("left"))
+ {
+ direction_pressed = true;
+ velocity.x += -current_speed;
+ }
+
+ if (_input->is_action_just_pressed("jump"))
+ {
+ get_state_machine()->change("Jump");
+ return;
+ }
+
+ if (velocity.x > 0)
+ {
+ animated_sprite->set_flip_h(true);
+ }
+ else if (velocity.x < 0)
+ {
+ animated_sprite->set_flip_h(false);
+ }
+ else
+ {
+ if (!direction_pressed)
+ {
+ get_state_machine()->change("Idle");
+ }
+ return;
+ }
+
+ parent->set_velocity(velocity);
+
+ if (!parent->is_on_floor())
+ {
+ get_state_machine()->change("Fall");
+ return;
+ }
+}
diff --git a/src/player/states/PlayerMove.h b/src/player/states/PlayerMove.h
new file mode 100644
index 0000000..0df3078
--- /dev/null
+++ b/src/player/states/PlayerMove.h
@@ -0,0 +1,83 @@
+#ifndef JUEGO_PLAYER_MOVE_H
+#define JUEGO_PLAYER_MOVE_H
+
+#include "state_machine/State.h"
+
+#include
+#include
+#include
+
+namespace godot
+{
+ namespace player
+ {
+ /**
+ * @brief This class controls what happens when the player is in the move state.
+ *
+ */
+ class PlayerMove : public State
+ {
+ GODOT_CLASS(PlayerMove, State)
+
+ private:
+ /**
+ * @brief Input singleton.
+ *
+ */
+ Input *_input;
+ /**
+ * @brief The animated sprite of the player.
+ *
+ */
+ 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();
+
+ /**
+ * @brief Construct a new Player Move object.
+ *
+ */
+ PlayerMove();
+
+ /**
+ * @brief Destroy the Player Move object.
+ *
+ */
+ ~PlayerMove();
+
+ /**
+ * @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 player enters the move state.
+ *
+ */
+ void _state_enter();
+
+ /**
+ * @brief Called when the player exists the move state.
+ *
+ */
+ void _state_exit();
+
+ /**
+ * @brief The physics processed every delta time.
+ *
+ * @param[in] delta The time since the method was last run.
+ */
+ void _physics_process(float delta);
+ };
+ }
+}
+
+#endif
diff --git a/src/state_machine/State.cpp b/src/state_machine/State.cpp
new file mode 100644
index 0000000..2763449
--- /dev/null
+++ b/src/state_machine/State.cpp
@@ -0,0 +1,54 @@
+#include "state_machine/State.h"
+
+using namespace godot;
+
+void State::_register_methods()
+{
+ register_method("set_parent", &State::set_parent);
+ register_method("get_parent", &State::get_parent);
+ register_method("set_state_machine", &State::set_state_machine);
+ register_method("_state_enter", &State::_state_enter);
+ register_method("_state_exit", &State::_state_exit);
+}
+
+State::State()
+{
+}
+
+State::~State()
+{
+}
+
+void State::_init()
+{
+}
+
+void State::_state_enter(const String state, const Array args)
+{
+ WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_enter method!");
+}
+
+void State::_state_exit(const String state, const Array args)
+{
+ WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_exit method!");
+}
+
+void State::set_parent(Node *parent)
+{
+ this->parent = parent;
+}
+
+Node *State::get_parent()
+{
+ return parent;
+}
+
+void State::set_state_machine(StateMachine *state_machine)
+{
+ this->state_machine = state_machine;
+}
+
+StateMachine *State::get_state_machine()
+{
+ return this->state_machine;
+}
diff --git a/src/state_machine/State.h b/src/state_machine/State.h
new file mode 100644
index 0000000..46ebe38
--- /dev/null
+++ b/src/state_machine/State.h
@@ -0,0 +1,104 @@
+#ifndef JUEGO_STATE_H
+#define JUEGO_STATE_H
+
+#include "StateMachine.h"
+
+#include
+#include
+
+namespace godot
+{
+ /**
+ * @brief This class provides a virtual template state that real states should extend from and override.
+ *
+ */
+ class State : public StateMachine
+ {
+ GODOT_CLASS(State, Node)
+
+ private:
+ /**
+ * @brief The state's parent, this is the node 1 level above the state machine.
+ *
+ */
+ Node *parent;
+ /**
+ * @brief The state machine itself, used to handle all state related work.
+ *
+ */
+ StateMachine *state_machine;
+
+ 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 State object.
+ *
+ */
+ State();
+
+ /**
+ * @brief Destroy the State object.
+ *
+ */
+ ~State();
+
+ /**
+ * @brief Initialize the class from Godot.
+ *
+ * @details This method is called just once when the Godot engine connects to the instance of the class.
+ */
+ virtual void _init();
+
+ /**
+ * @brief This is called when a state is entered.
+ *
+ * @param[in] state This will contain the previous state.
+ * @param[in] args The arguments passed to the state.
+ */
+ virtual void _state_enter(const String state, const Array args = Array());
+
+ /**
+ * @brief This is called when a state is exited.
+ *
+ * @param[in] state The state we are going to.
+ * @param[in] args The arguments passed to the state.
+ */
+ virtual void _state_exit(const String state, const Array args = Array());
+
+ /**
+ * @brief Set the parent object.
+ *
+ * @param[in] parent The parent of the state.
+ */
+ virtual void set_parent(Node *parent) final;
+
+ /**
+ * @brief Get the parent object.
+ *
+ * @return Node* The parent of the state.
+ */
+ virtual Node *get_parent() final;
+
+ /**
+ * @brief Set the state machine object.
+ *
+ * @param[in] state_machine The state machine.
+ */
+ virtual void set_state_machine(StateMachine *state_machine) final;
+
+ /**
+ * @brief Get the state machine object.
+ *
+ * @return StateMachine* The state machine.
+ */
+ virtual StateMachine *get_state_machine() final;
+ };
+}
+
+#endif
diff --git a/src/state_machine/StateMachine.cpp b/src/state_machine/StateMachine.cpp
new file mode 100644
index 0000000..73b1f9d
--- /dev/null
+++ b/src/state_machine/StateMachine.cpp
@@ -0,0 +1,288 @@
+#include "state_machine/StateMachine.h"
+#include "state_machine/State.h"
+
+using namespace godot;
+
+void StateMachine::_register_methods()
+{
+ register_method("_ready", &StateMachine::_ready);
+ register_method("_on_StateMachine_tree_entered", &StateMachine::_on_StateMachine_tree_entered);
+ register_method("_on_StateMachine_tree_exiting", &StateMachine::_on_StateMachine_tree_exiting);
+ register_property("default_state", &StateMachine::set_default_state, &StateMachine::get_default_state, String());
+ register_property("debug", &StateMachine::set_debug, &StateMachine::get_debug, false);
+ register_signal("state_entered", "state", GODOT_VARIANT_TYPE_STRING);
+ register_signal("state_exited", "state", GODOT_VARIANT_TYPE_STRING);
+ register_signal("state_restarted", "state", GODOT_VARIANT_TYPE_STRING);
+}
+
+StateMachine::StateMachine()
+{
+}
+
+StateMachine::~StateMachine()
+{
+}
+
+void StateMachine::_init()
+{
+ set_default_state(String());
+ set_debug(false);
+}
+
+void StateMachine::_ready()
+{
+ connect("tree_entered", this, "_on_StateMachine_tree_entered");
+ connect("tree_exiting", this, "_on_StateMachine_tree_exiting");
+ parent = get_parent();
+ add_states();
+ if (has(get_default_state()))
+ {
+ set_current_state(get_default_state());
+ }
+ else
+ {
+ WARN_PRINT("The selected default state " + get_default_state() + " doesn't exist!");
+ }
+ setup();
+}
+
+void StateMachine::setup()
+{
+ auto children = get_children();
+
+ if (get_current_state() == "")
+ {
+ if (children.size() > 0)
+ {
+ WARN_PRINT("The state machine doesn't have a default state set, using first child!");
+ auto child = Object::cast_to(children[0].operator Object*());
+ set_current_state(child->get_name());
+ }
+ else
+ {
+ ERR_PRINT("The state machine doesn't have a default state set and has no child states!");
+ return;
+ }
+ }
+
+ for (uint8_t i = 0; i < children.size(); i++)
+ {
+ auto child = Object::cast_to(children[i].operator Object*());
+
+ child->call("set_state_machine", this);
+
+ child->call("set_parent", parent);
+
+ if (child->get_name() != get_current_state())
+ {
+ this->remove_child(child);
+ }
+ }
+
+ Node *state_node = Object::cast_to(this->states[get_current_state()]);
+ if (state_node->has_method("_state_enter"))
+ {
+ this->call("_state_enter", get_current_state());
+ }
+ else {
+ WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
+ }
+}
+
+void StateMachine::add_states()
+{
+ auto children = get_children();
+ for (uint8_t i = 0; i < children.size(); i++)
+ {
+ auto child = Object::cast_to(children[i].operator Object*());
+ add_state(child->get_name(), child);
+ }
+}
+
+void StateMachine::add_state(const String state, Node *child)
+{
+ states[state] = child;
+}
+
+bool StateMachine::is_current(const String state)
+{
+ if (get_current_state() == "")
+ {
+ return false;
+ }
+ else
+ {
+ return get_current_state() == state;
+ }
+}
+
+bool StateMachine::has(const String state)
+{
+ return states.has(state);
+}
+
+void StateMachine::restart(const String state, const Array& args)
+{
+ this->call("_state_exit", state, args);
+ this->call("_state_enter", state, args);
+ this->emit_signal("state_restarted", get_current_state());
+}
+
+void StateMachine::change(const String state, const Array &args)
+{
+ if (is_current(state))
+ {
+ return this->restart(state, args);
+ }
+
+ if (!has(state))
+ {
+ WARN_PRINT("The state " + state + " does not exist, called from state " + get_current_state() + "!");
+ return;
+ }
+
+ auto previous_state = get_current_state();
+
+ Variant exiting;
+ Node *state_node = Object::cast_to(this->states[previous_state]);
+ if (state_node)
+ {
+ if (state_node->has_method("_state_exit"))
+ {
+ exiting = this->call("_state_exit", state, args);
+ }
+ else
+ {
+ WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_exit method!");
+ }
+ }
+ else
+ {
+ ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
+ }
+
+ if (get_current_state() != "")
+ {
+ auto child = Object::cast_to(states[get_current_state()].operator Object*());
+ if (child != nullptr)
+ {
+ this->remove_child(child);
+ }
+ this->emit_signal("state_exited", get_current_state());
+ if (debug)
+ {
+ Godot::print(get_current_state() + " exited!");
+ }
+ }
+
+ set_current_state(state);
+ auto child = Object::cast_to(states[get_current_state()].operator Object*());
+ this->add_child(child);
+
+ state_node = Object::cast_to(this->states[get_current_state()]);
+ if (state_node)
+ {
+ if (state_node->has_method("_state_enter"))
+ {
+ this->call("_state_enter", previous_state, args);
+ }
+ else
+ {
+ WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
+ }
+ }
+ else
+ {
+ ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
+ }
+
+ this->emit_signal("state_entered", get_current_state());
+ if (debug)
+ {
+ Godot::print(get_current_state() + " entered!");
+ }
+}
+
+Variant StateMachine::call(const String method, const Array &args)
+{
+ auto node = Object::cast_to(states[get_current_state()].operator Object*());
+ if (node)
+ {
+ if (node->has_method(method))
+ {
+ return node->call(method, args);
+ }
+ else
+ {
+ WARN_PRINT("The state " + get_current_state() + " doesn't contain the method " + method + "!");
+ return Variant();
+ }
+ }
+ else
+ {
+ ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
+ return Variant();
+ }
+}
+
+Variant StateMachine::_call(const String method, const Array &args)
+{
+ return this->call(method, args);
+}
+
+void StateMachine::set_default_state(const String default_state)
+{
+ this->default_state = default_state;
+}
+
+String StateMachine::get_default_state()
+{
+ return this->default_state;
+}
+
+void StateMachine::set_current_state(const String current_sate)
+{
+ this->current_state = current_sate;
+}
+
+String StateMachine::get_current_state()
+{
+ return this->current_state;
+}
+
+void StateMachine::set_debug(bool debug)
+{
+ this->debug = debug;
+}
+
+bool StateMachine::get_debug()
+{
+ return this->debug;
+}
+
+void StateMachine::_on_StateMachine_tree_entered()
+{
+ setup();
+}
+
+void StateMachine::_on_StateMachine_tree_exiting()
+{
+ auto keys = states.keys();
+ for (uint8_t i = 0; i < keys.size(); i++)
+ {
+ auto child = Object::cast_to(states[keys[i]].operator Object*());
+ if (child)
+ {
+ auto children = get_children();
+ if (!children.has(child))
+ {
+ this->add_child(child);
+ }
+ }
+ else
+ {
+ ERR_PRINT("Could not get child node!");
+ return;
+ }
+ }
+}
diff --git a/src/state_machine/StateMachine.h b/src/state_machine/StateMachine.h
new file mode 100644
index 0000000..0fdb8d7
--- /dev/null
+++ b/src/state_machine/StateMachine.h
@@ -0,0 +1,262 @@
+#ifndef JUEGO_STATE_MACHINE_H
+#define JUEGO_STATE_MACHINE_H
+
+#include
+#include
+
+namespace godot
+{
+ /**
+ * @brief This class provides a finite state machine that can be used with any scene and node.
+ *
+ */
+ class StateMachine : public Node
+ {
+ GODOT_CLASS(StateMachine, Node)
+
+ private:
+ /**
+ * @brief The parent node which is one level above the state machine.
+ *
+ */
+ Node *parent;
+ /**
+ * @brief The default state for the state machine to run.
+ *
+ * @details If this is not set, the state machine will try to run the first state node.
+ * If no state nodes are present, an error will be printed and the state machine will not work.
+ */
+ String default_state;
+ /**
+ * @brief If set to true the state machine will print a message showing when it enters or exits a state.
+ *
+ */
+ bool debug;
+ /**
+ * @brief The current state the machine is in.
+ *
+ */
+ String current_state;
+ /**
+ * @brief A list of the states in the state machine.
+ *
+ */
+ Dictionary states;
+
+ /**
+ * @brief This adds all nodes of the states machine as states in the machine.
+ *
+ */
+ void add_states();
+
+ /**
+ * @brief This adds a state to the list of states in the state machine.
+ *
+ * @param[in] state The new state.
+ * @param[in] child The godot node which represents the state.
+ */
+ void add_state(const String state, Node *child);
+
+ /**
+ * @brief Set the current state object.
+ *
+ * @param[in] current_state The current state that is running.
+ */
+ void set_current_state(const String current_state);
+
+ 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 State Machine object.
+ */
+ StateMachine();
+
+ /**
+ * @brief Destroy the State Machine object.
+ */
+ ~StateMachine();
+
+ /**
+ * @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 Code to be run when ready.
+ *
+ * @details This method is run when all the children of this node are ready.
+ */
+ void _ready();
+
+ /**
+ * @brief This method will remove all no default states from the scene tree and start the default state.
+ *
+ */
+ void setup();
+
+ /**
+ * @brief Check if the given state is the current running state.
+ *
+ * @param[in] state The state to compare with the running state.
+ * @return true If the running state and given state are the same.
+ * @return false If the running state and given state are not the same.
+ */
+ bool is_current(const String state);
+
+ /**
+ * @brief Check if the state machine has a given state.
+ *
+ * @param[in] state The state to check for.
+ * @return true If the state exists.
+ * @return false If the state doesn't exist.
+ */
+ bool has(const String state);
+
+ /**
+ * @brief Restar the running state by calling its enter and exit methods.
+ *
+ * @param[in] state The state that is being restarted.
+ * @param[in] args The arguments to pass to the state on exit and enter.
+ */
+ void restart(const String state, const Array& args = Array());
+
+ /**
+ * @brief Change to a different state.
+ *
+ * @details If the running state is the same as the state it will restart it.
+ *
+ * @param[in] state The state to change to.
+ * @param[in] args The arguments to pass to the exiting state and the entering state.
+ */
+ void change(const String state, const Array &args = Array());
+
+ /**
+ * @brief Call a registered godot method in the class.
+ *
+ * @param[in] method The method name to call.
+ * @param[in] args The arguments to pass to the method.
+ * @return Variant Returns a Variant based off what the method returns.
+ */
+ Variant call(const String method, const Array &args = Array());
+
+ /**
+ * @brief This method is to link up a signal call back.
+ *
+ * @param[in] method The method to call for the signal.
+ * @param[in] args The arguments to pass to the method.
+ * @return Variant Returns a Variant based off what the method returns.
+ */
+ Variant _call(const String method, const Array &args = Array());
+
+ /**
+ * @brief Set the default state object.
+ *
+ * @param[in] default_state The new default state.
+ */
+ void set_default_state(const String default_state);
+
+ /**
+ * @brief Get the default state object.
+ *
+ * @return String The default state.
+ */
+ String get_default_state();
+
+ /**
+ * @brief Get the current state object.
+ *
+ * @return String The current running state.
+ */
+ String get_current_state();
+
+ /**
+ * @brief Set the debug object.
+ *
+ * @param[in] debug Whether or not to debug.
+ */
+ void set_debug(bool debug);
+
+ /**
+ * @brief Get the debug object.
+ *
+ * @return true If debugging is enabled.
+ * @return false If debugging is disabled.
+ */
+ bool get_debug();
+
+ /**
+ * @brief This method is called when the signal tree_entered is emitted.
+ *
+ * @details This will run the setup method to prepare the state machine for use.
+ */
+ void _on_StateMachine_tree_entered();
+
+ /**
+ * @brief This method is called when the signal tree_exiting is emitted.
+ *
+ * @details If the tree is in the exiting state readd all the removed state nodes to the scene tree.
+ * This is important because the memory won't be freed if they are no longer in the scene tree.
+ */
+ void _on_StateMachine_tree_exiting();
+
+ /**
+ * @brief Restarts the running state.
+ *
+ * @tparam Args Variable number of arguments to pass to restart.
+ * @param[in] state The state being restarted.
+ * @param[in] args The arguments to pass when restarting.
+ */
+ template void restart(const String state, Args ...args)
+ {
+ return restart(state, Array::make(args...));
+ }
+
+ /**
+ * @brief Changes to a new state.
+ *
+ * @tparam Args Variable number of arguments to pass when chaning states.
+ * @param[in] state The state to change to.
+ * @param[in] args The arguments to pass to the new state.
+ */
+ template void change(const String state, Args ...args)
+ {
+ return change(state, Array::make(args...));
+ }
+
+ /**
+ * @brief Call a registered godot method in the class.
+ *
+ * @tparam Args The variable arguments to pass to the method.
+ * @param[in] method The method to call.
+ * @param[in] args The arguments to pass to it.
+ * @return Variant The Variant object returned by the method called.
+ */
+ template Variant call(const String method, Args ...args)
+ {
+ return call(method, Array::make(args...));
+ }
+
+ /**
+ * @brief This is used to connect a callback from a signal.
+ *
+ * @tparam Args The arguments to pass to the callback method.
+ * @param[in] method The method to call.
+ * @param[in] args The arguments to pass.
+ * @return Variant The Variant object returned by the method called.
+ */
+ template Variant _call(const String method, Args ...args)
+ {
+ return _call(method, Array::make(args...));
+ }
+ };
+}
+
+#endif