Added two states, collected and not collected

This commit is contained in:
Martin Araneda 2022-06-11 00:26:11 -04:00
parent 5fe9e3340a
commit 876206c39d
12 changed files with 238 additions and 12 deletions

View File

@ -12,7 +12,7 @@
extents = Vector2( 7, 12 )
[node name="Player" type="KinematicBody2D"]
collision_mask = 6
collision_mask = 2
script = ExtResource( 5 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]

View File

@ -0,0 +1,71 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://assets/coin.png" type="Texture" id=1]
[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=2]
[ext_resource path="res://collectables/coin/states/CoinNotCollected.gdns" type="Script" id=3]
[ext_resource path="res://collectables/coin/states/CoinCollected.gdns" type="Script" id=4]
[sub_resource type="CircleShape2D" id=1]
radius = 6.0
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 0, 0, 18, 18 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 18, 0, 18, 18 )
[sub_resource type="SpriteFrames" id=4]
animations = [ {
"frames": [ SubResource( 2 ), SubResource( 3 ) ],
"loop": true,
"name": "spin",
"speed": 5.0
} ]
[sub_resource type="Animation" id=5]
resource_name = "jump"
length = 0.4
tracks/0/type = "value"
tracks/0/path = NodePath("AnimatedSprite:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.2, 0.4 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 0,
"values": [ Vector2( 0, 0 ), Vector2( 0, -20 ), Vector2( 0, 0 ) ]
}
[node name="Coin" type="Area2D"]
collision_layer = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 9, 9 )
shape = SubResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 4 )
animation = "spin"
frame = 1
playing = true
centered = false
[node name="StateMachine" type="Node" parent="."]
script = ExtResource( 2 )
default_state = "CoinNotCollected"
[node name="CoinNotCollected" type="Node" parent="StateMachine"]
script = ExtResource( 3 )
[node name="CoinCollected" type="Node" parent="StateMachine"]
script = ExtResource( 4 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/jump = SubResource( 5 )
[connection signal="body_entered" from="." to="StateMachine/CoinNotCollected" method="_on_body_entered" flags=6]
[connection signal="animation_finished" from="AnimationPlayer" to="StateMachine/CoinCollected" method="_on_animation_finished" flags=6]

View File

@ -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 = "CoinCollected"
class_name = "CoinCollected"
library = ExtResource( 1 )

View File

@ -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 = "CoinNotCollected"
class_name = "CoinNotCollected"
library = ExtResource( 1 )

View File

@ -4,7 +4,7 @@
[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]
[ext_resource path="res://Collectables/Coin/Coin.tscn" type="PackedScene" id=5]
[ext_resource path="res://collectables/coin/Coin.tscn" type="PackedScene" id=5]
[node name="Prototype" type="Node2D"]

View File

@ -0,0 +1,49 @@
#include "coin/CoinCollected.h"
#include <AnimationPlayer.hpp>
using namespace godot;
void CoinCollected::_register_methods()
{
register_method("_state_enter", &CoinCollected::_state_enter);
register_method("_state_exit", &CoinCollected::_state_exit);
register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
}
CoinCollected::CoinCollected()
{
}
CoinCollected::~CoinCollected()
{
}
void CoinCollected::_init()
{
}
void CoinCollected::_state_enter()
{
auto node = get_parent()->find_node("AnimationPlayer");
if (node != nullptr)
{
auto animation_player = Object::cast_to<AnimationPlayer>(node);
animation_player->play("jump");
}
}
void CoinCollected::_state_exit()
{
}
void CoinCollected::_on_animation_finished(String anim_name)
{
this->get_parent()->queue_free();
}

75
src/coin/CoinCollected.h Normal file
View File

@ -0,0 +1,75 @@
#ifndef ALAI_COIN_COLLECTED
#define ALAI_COIN_COLLECTED
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
namespace godot
{
/**
* @brief This class controls what happens when the Coin is in the collected state.
*
*/
class CoinCollected : public State
{
GODOT_CLASS(CoinCollected, State)
private:
/**
* @brief The animated sprite of the Coin.
*
*/
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 CoinCollected object.
*
*/
CoinCollected();
/**
* @brief Destroy the CoinCollected object.
*
*/
~CoinCollected();
/**
* @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 collected state of the coin is entered.
*
*/
void _state_enter();
/**
* @brief Called when the collected state of the coin is exited.
*
*/
void _state_exit();
/**
* @brief Called when the animation of the collected coin has finished.
*
*/
void _on_animation_finished(String anim_name);
};
}
#endif

View File

@ -1,4 +1,5 @@
#include "Coin/CoinNotCollected.h"
#include "coin/CoinNotCollected.h"
#include <Area2D.hpp>
using namespace godot;
@ -6,7 +7,7 @@ void CoinNotCollected::_register_methods()
{
register_method("_state_enter", &CoinNotCollected::_state_enter);
register_method("_state_exit", &CoinNotCollected::_state_exit);
register_method("_physics_process", &CoinNotCollected::_physics_process);
register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
}
CoinNotCollected::CoinNotCollected()
@ -34,8 +35,20 @@ void CoinNotCollected::_state_exit()
}
void CoinNotCollected::_physics_process(float delta)
void CoinNotCollected::_on_body_entered(Node *node)
{
Godot::print("Coin touched");
auto parent_node = get_parent();
if (parent_node != nullptr)
{
auto coin = Object::cast_to<Area2D>(parent_node);
coin->set_collision_mask_bit(0, false);
}
get_state_machine()->change("CoinCollected");
}

View File

@ -1,5 +1,5 @@
#ifndef JUEGO_COIN_COINNOTCOLLECTED
#define JUEGO_COIN_COINNOTCOLLECTED
#ifndef ALAI_COIN_NOT_COLLECTED
#define ALAI_COIN_NOT_COLLECTED
#include "state_machine/State.h"
@ -64,11 +64,11 @@ namespace godot
void _state_exit();
/**
* @brief The physics processed every delta time.
* @brief Method called on body entered.
*
* @param[in] delta The time since the method was last run.
* @param[in] node Node interacting with whoever
*/
void _physics_process(float delta);
void _on_body_entered(Node *node);
};
}

View File

@ -9,7 +9,8 @@
#include "player/states/PlayerMove.h"
#include "player/states/PlayerJump.h"
#include "player/states/PlayerFall.h"
#include "Coin/CoinNotCollected.h"
#include "coin/CoinNotCollected.h"
#include "coin/CoinCollected.h"
using namespace godot;
@ -50,5 +51,6 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
register_class<player::PlayerMove>();
register_class<player::PlayerJump>();
register_class<player::PlayerFall>();
register_class<coin::CoinNotCollected>();
register_class<CoinNotCollected>();
register_class<CoinCollected>();
}