Get monitor working and communicating with backend
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@@ -5,6 +5,7 @@
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#include <VisibilityNotifier2D.hpp>
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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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using namespace godot;
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using namespace player;
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@@ -21,6 +22,9 @@ void Player::_register_methods()
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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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register_signal<Player>("object_created", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
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register_signal<Player>("object_updated", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
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register_signal<Player>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
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}
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Player::Player()
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@@ -58,7 +62,6 @@ void Player::_ready()
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//animated_sprite->set_sprite_frames(sprite_frames);
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auto node = get_parent()->find_node("Middleground");
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if (node != nullptr)
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{
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auto tile_map = Object::cast_to<TileMap>(node);
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@@ -69,6 +72,27 @@ void Player::_ready()
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{
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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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if (object_node != nullptr)
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{
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auto state = get_node("StateMachine")->get_child(0);
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if (state != nullptr)
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{
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connect("object_created", object_node, "_object_created");
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connect("object_updated", object_node, "_object_updated");
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connect("object_removed", object_node, "_object_removed");
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emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity);
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}
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else
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{
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WARN_PRINT("State not found!");
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}
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}
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else
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{
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WARN_PRINT("Data not found!");
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}
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}
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void Player::_physics_process(float delta)
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@@ -110,6 +134,16 @@ void Player::_physics_process(float delta)
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}
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}
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}
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auto state = get_node("StateMachine")->get_child(0);
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if (state != nullptr)
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{
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emit_signal("object_updated", this->get_name(), state->get_name(), get_global_position(), velocity);
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}
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else
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{
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WARN_PRINT("State not found!");
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}
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}
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void Player::set_sprite_frames(Ref<SpriteFrames> sprite_frames)
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