Added two states, collected and not collected
This commit is contained in:
49
src/coin/CoinCollected.cpp
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49
src/coin/CoinCollected.cpp
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@@ -0,0 +1,49 @@
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#include "coin/CoinCollected.h"
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#include <AnimationPlayer.hpp>
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using namespace godot;
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void CoinCollected::_register_methods()
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{
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register_method("_state_enter", &CoinCollected::_state_enter);
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register_method("_state_exit", &CoinCollected::_state_exit);
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register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
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}
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CoinCollected::CoinCollected()
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{
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}
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CoinCollected::~CoinCollected()
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{
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}
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void CoinCollected::_init()
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{
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}
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void CoinCollected::_state_enter()
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{
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auto node = get_parent()->find_node("AnimationPlayer");
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if (node != nullptr)
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{
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auto animation_player = Object::cast_to<AnimationPlayer>(node);
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animation_player->play("jump");
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}
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}
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void CoinCollected::_state_exit()
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{
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}
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void CoinCollected::_on_animation_finished(String anim_name)
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{
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this->get_parent()->queue_free();
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}
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75
src/coin/CoinCollected.h
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75
src/coin/CoinCollected.h
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@@ -0,0 +1,75 @@
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#ifndef ALAI_COIN_COLLECTED
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#define ALAI_COIN_COLLECTED
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#include "state_machine/State.h"
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#include <Godot.hpp>
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#include <Node.hpp>
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#include <AnimatedSprite.hpp>
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namespace godot
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{
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/**
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* @brief This class controls what happens when the Coin is in the collected state.
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*
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*/
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class CoinCollected : public State
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{
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GODOT_CLASS(CoinCollected, State)
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private:
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/**
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* @brief The animated sprite of the Coin.
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*
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*/
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AnimatedSprite *animated_sprite;
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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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/**
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* @brief Construct a new CoinCollected object.
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*
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*/
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CoinCollected();
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/**
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* @brief Destroy the CoinCollected object.
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*
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*/
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~CoinCollected();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Called when the collected state of the coin is entered.
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*
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*/
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void _state_enter();
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/**
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* @brief Called when the collected state of the coin is exited.
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*
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*/
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void _state_exit();
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/**
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* @brief Called when the animation of the collected coin has finished.
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*
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*/
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void _on_animation_finished(String anim_name);
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};
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}
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#endif
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@@ -1,4 +1,5 @@
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#include "Coin/CoinNotCollected.h"
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#include "coin/CoinNotCollected.h"
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#include <Area2D.hpp>
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using namespace godot;
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@@ -6,7 +7,7 @@ void CoinNotCollected::_register_methods()
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{
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register_method("_state_enter", &CoinNotCollected::_state_enter);
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register_method("_state_exit", &CoinNotCollected::_state_exit);
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register_method("_physics_process", &CoinNotCollected::_physics_process);
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register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
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}
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CoinNotCollected::CoinNotCollected()
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@@ -34,8 +35,20 @@ void CoinNotCollected::_state_exit()
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}
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void CoinNotCollected::_physics_process(float delta)
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void CoinNotCollected::_on_body_entered(Node *node)
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{
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Godot::print("Coin touched");
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auto parent_node = get_parent();
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if (parent_node != nullptr)
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{
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auto coin = Object::cast_to<Area2D>(parent_node);
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coin->set_collision_mask_bit(0, false);
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}
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get_state_machine()->change("CoinCollected");
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}
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@@ -1,5 +1,5 @@
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#ifndef JUEGO_COIN_COINNOTCOLLECTED
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#define JUEGO_COIN_COINNOTCOLLECTED
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#ifndef ALAI_COIN_NOT_COLLECTED
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#define ALAI_COIN_NOT_COLLECTED
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#include "state_machine/State.h"
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@@ -64,11 +64,11 @@ namespace godot
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void _state_exit();
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/**
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* @brief The physics processed every delta time.
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* @brief Method called on body entered.
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*
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* @param[in] delta The time since the method was last run.
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* @param[in] node Node interacting with whoever
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*/
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void _physics_process(float delta);
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void _on_body_entered(Node *node);
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};
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}
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@@ -9,7 +9,8 @@
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#include "player/states/PlayerMove.h"
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#include "player/states/PlayerJump.h"
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#include "player/states/PlayerFall.h"
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#include "Coin/CoinNotCollected.h"
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#include "coin/CoinNotCollected.h"
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#include "coin/CoinCollected.h"
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using namespace godot;
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@@ -50,5 +51,6 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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register_class<player::PlayerMove>();
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register_class<player::PlayerJump>();
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register_class<player::PlayerFall>();
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register_class<coin::CoinNotCollected>();
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register_class<CoinNotCollected>();
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register_class<CoinCollected>();
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}
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