make level dynamic from main
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parent
bc33004f7d
commit
6c1ee2c12b
@ -1,9 +1,8 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://Main.gdns" type="Script" id=1]
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[ext_resource path="res://Main.gdns" type="Script" id=1]
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[ext_resource path="res://levels/Level2.tscn" type="PackedScene" id=2]
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[ext_resource path="res://levels/Prototype.tscn" type="PackedScene" id=2]
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[node name="Main" type="Node"]
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[node name="Main" type="Node"]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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level = ExtResource( 2 )
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[node name="Level2" parent="." instance=ExtResource( 2 )]
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16
src/Main.cpp
16
src/Main.cpp
@ -9,6 +9,7 @@ void Main::_register_methods()
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{
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{
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register_method("_ready", &Main::_ready);
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register_method("_ready", &Main::_ready);
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register_method("_physics_process", &Main::_physics_process);
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register_method("_physics_process", &Main::_physics_process);
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register_property<Main, Ref<PackedScene>>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("PackedScene"));
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register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
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register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
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register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
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register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
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register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
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register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
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@ -45,6 +46,11 @@ void Main::_ready()
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_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5
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_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5
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);
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);
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}
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}
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if (level != NULL)
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{
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add_child(level->instance());
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}
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}
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}
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void Main::_physics_process(float delta)
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void Main::_physics_process(float delta)
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@ -55,6 +61,16 @@ void Main::_physics_process(float delta)
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}
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}
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}
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}
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void Main::set_level(Ref<PackedScene> level)
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{
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this->level = level;
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}
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Ref<PackedScene> Main::get_level()
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{
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return this->level;
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}
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void Main::set_full_screen(bool full_screen)
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void Main::set_full_screen(bool full_screen)
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{
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{
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this->full_screen = full_screen;
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this->full_screen = full_screen;
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21
src/Main.h
21
src/Main.h
@ -5,6 +5,8 @@
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#include <Node.hpp>
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#include <Node.hpp>
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#include <OS.hpp>
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#include <OS.hpp>
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#include <Input.hpp>
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#include <Input.hpp>
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#include <PackedScene.hpp>
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#include <Ref.hpp>
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/**
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/**
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* @brief This is the godot namespace for all the code included in the library.
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* @brief This is the godot namespace for all the code included in the library.
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@ -57,6 +59,11 @@ namespace godot
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*/
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*/
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Input *_input;
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Input *_input;
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/**
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* @brief The first level to load
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*
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*/
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Ref<PackedScene> level;
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/**
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/**
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* @brief If the window is full screen or not.
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* @brief If the window is full screen or not.
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*
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*
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@ -116,6 +123,20 @@ namespace godot
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*/
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*/
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void _physics_process(float delta);
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void _physics_process(float delta);
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/**
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* @brief Set the level object.
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*
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* @param[in] level The new level to load when starting.
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*/
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void set_level(Ref<PackedScene> level);
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/**
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* @brief Get the level object.
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*
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* @return Ref<PackedScene> The level scene to load.
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*/
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Ref<PackedScene> get_level();
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/**
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/**
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* @brief Set the full screen object.
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* @brief Set the full screen object.
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*
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*
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