add some enemy behavior prototypes
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@@ -6,6 +6,8 @@
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#include <SceneTree.hpp>
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#include <Texture.hpp>
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#include <Viewport.hpp>
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#include <RayCast2D.hpp>
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#include <KinematicCollision2D.hpp>
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using namespace godot;
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using namespace player;
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@@ -16,9 +18,11 @@ void Player::_register_methods()
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register_method("_physics_process", &Player::_physics_process);
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register_method("set_velocity", &Player::set_velocity);
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register_method("get_velocity", &Player::get_velocity);
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register_method("_on_player_touched", &Player::_on_player_touched);
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//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
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register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
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register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
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register_property<Player, float>("bounce_force", &Player::set_bounce_force, &Player::get_bounce_force, player::bounce_force);
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register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
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register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
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register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
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@@ -42,6 +46,7 @@ void Player::_init()
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//sprite_frames = _resource_loader->load(player::sprite_frames);
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set_speed(player::speed);
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set_jump_force(player::jump_force);
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set_bounce_force(player::bounce_force);
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set_gravity(player::gravity);
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set_run_speed(player::run_speed);
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set_double_jump(player::double_jump);
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@@ -73,7 +78,7 @@ void Player::_ready()
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WARN_PRINT("Middleground not found!");
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}
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auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor");
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auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor", true);
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if (object_node != nullptr)
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{
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auto state = get_node("StateMachine")->get_child(0);
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@@ -99,9 +104,54 @@ void Player::_physics_process(float delta)
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{
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velocity.y += get_gravity();
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velocity = move_and_slide(velocity, Vector2::UP, true);
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auto snap_vector = Vector2::ZERO;
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if (!is_on_floor())
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{
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snap_vector = Vector2::DOWN * 20.0;
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}
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auto platform_detector = get_node<RayCast2D>("PlatformDetector");
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auto is_on_platform = platform_detector->is_colliding();
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velocity = move_and_slide_with_snap(velocity, snap_vector, Vector2::UP, !is_on_platform, 4, 0.9, false);
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//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
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velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
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auto count = get_slide_count();
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for (int64_t i = 0; i < count; i++)
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{
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auto collision = get_slide_collision(i);
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auto collision_object = collision->get_collider();
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auto collider = Object::cast_to<Node>(collision_object);
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if (collider->is_in_group("squashable") && Vector2::UP.dot(collision->get_normal()) > 0.1)
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{
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collider->call_deferred("squash");
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/*auto dup_node = collider->duplicate();
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auto dup = Object::cast_to<KinematicBody2D>(dup_node);
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auto dup_pos = dup->get_position();
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dup_pos.x += 24;
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dup->set_position(dup_pos);
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auto enemies = get_tree()->get_root()->get_node("Main")->find_node("Enemies", true, false);
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if (enemies != nullptr) {
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enemies->add_child(dup);
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}
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else
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{
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WARN_PRINT("Enemies not found!");
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dup->queue_free();
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}*/
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velocity.y = -get_bounce_force();
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}
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else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && Vector2::DOWN.dot(collision->get_normal()) > 0.1))
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{
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_on_player_touched();
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}
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else if (collider->is_in_group("enemy") && !collider->is_in_group("rideable"))
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{
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_on_player_touched();
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}
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}
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// Clamp the player's position inside the camera's limits
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auto camera = get_node<Camera2D>("Camera2D");
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auto position = get_global_position();
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@@ -176,6 +226,16 @@ float Player::get_jump_force()
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return this->jump_force;
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}
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void Player::set_bounce_force(float bounce_force)
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{
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this->bounce_force = bounce_force;
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}
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float Player::get_bounce_force()
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{
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return this->bounce_force;
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}
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void Player::set_gravity(float gravity)
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{
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this->gravity = gravity;
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@@ -215,3 +275,12 @@ Vector2 Player::get_velocity()
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{
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return this->velocity;
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}
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void Player::_on_player_touched()
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{
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auto error = get_tree()->change_scene("res://Main.tscn");
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if (error != Error::OK)
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{
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ERR_PRINT(String().num((int) error) + " Could not load scene!");
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}
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}
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@@ -31,6 +31,11 @@ namespace godot
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*
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*/
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const float jump_force = 300.0;
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/**
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* @brief The default bounce force applied when bouncing on something.
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*
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*/
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const float bounce_force = 200.0;
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/**
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* @brief The default gravity applied to the player.
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*
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@@ -93,6 +98,11 @@ namespace godot
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*
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*/
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float jump_force;
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/**
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* @brief The force applied to the player when bouncing off something.
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*
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*/
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float bounce_force;
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/**
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* @brief The gravity applied to the player.
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*
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@@ -194,6 +204,20 @@ namespace godot
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*/
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float get_jump_force();
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/**
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* @brief Set the bounce force object.
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*
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* @param[in] bounce_force The new force applied to the player to make him bounce.
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*/
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void set_bounce_force(float bounce_force);
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/**
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* @brief Get the bounce force object.
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*
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* @return float The current force being applied to the player.
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*/
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float get_bounce_force();
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/**
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* @brief Set the gravity object.
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*
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@@ -250,6 +274,8 @@ namespace godot
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* @return Vector2 Returns the velocity of the player.
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*/
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Vector2 get_velocity();
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void _on_player_touched();
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};
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}
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}
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