Get monitor working and communicating with backend
This commit is contained in:
parent
d79864c05d
commit
9f3e78fa94
@ -1,8 +1,11 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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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://monitor/Monitor.tscn" type="PackedScene" id=3]
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[node name="Main" type="Node"]
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script = ExtResource( 1 )
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level = ExtResource( 2 )
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[node name="Monitor" parent="." instance=ExtResource( 3 )]
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250
godot/monitor/Monitor.gd
Normal file
250
godot/monitor/Monitor.gd
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@ -0,0 +1,250 @@
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extends Node
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export var development_url: String = "http://localhost:4050/api/v1"
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var url_real: String = "https://alai.cromer.cl/api/v1"
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export var use_development_url: bool = false
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onready var url: String = development_url if use_development_url else url_real
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var player: Dictionary = {}
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var level_id: int = 2 # PrototypeR
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var os_id: int = 0
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var godot_version: Dictionary = Engine.get_version_info()
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var processor_count: int = OS.get_processor_count()
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var screen_count: int = OS.get_screen_count()
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var screen_dpi: int = OS.get_screen_dpi()
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var screen_size: Vector2 = OS.get_screen_size()
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var machine_id: String = OS.get_unique_id()
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var locale: String = OS.get_locale()
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var game_version: String
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var won: bool = false
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var timestamp: int = OS.get_unix_time()
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var frames: Array = []
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var coins: int = 0
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var points: int = 0
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onready var start_time: int = OS.get_ticks_msec()
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var objects: Array = []
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const empty_object: Dictionary = {
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"name": "Object Name",
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"state": "Object State",
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"position_x": 0,
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"position_y": 0,
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"velocity_x": 0,
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"velocity_y": 0
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}
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const empty_frame: Dictionary = {
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"coins": 0,
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"points": 0,
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"fps": 0,
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"elapsed_time": 0,
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"objects": [],
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}
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# The game dictionary holds all data to be sent to the server
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var game: Dictionary = {}
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func _ready() -> void:
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game_version = get_parent().game_version
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player["rut"] = "23.660.457-8"
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player["name"] = "Chris Cromer"
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player["email"] = "chris@cromer.cl"
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var os_name = OS.get_name()
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if os_name == "Android":
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os_id = 1
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elif os_name == "iOS":
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os_id = 2
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elif os_name == "HTML5":
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os_id = 3
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elif os_name == "OSX":
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os_id = 4
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elif os_name == "Server":
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os_id = 5
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elif os_name == "Windows":
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os_id = 6
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elif os_name == "UWP":
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os_id = 7
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elif os_name == "X11":
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os_id = 8
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else:
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os_id = 0
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player["rut"] = clean_rut(player["rut"])
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game["player"] = player
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game["level_id"] = level_id
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game["os_id"] = os_id
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game["godot_version"] = godot_version
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game["processor_count"] = processor_count
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game["machine_id"] = machine_id
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game["locale"] = locale
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game["screen_count"] = screen_count
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game["screen_dpi"] = screen_dpi
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game["screen_size"] = screen_size
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game["game_version"] = game_version
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game["won"] = won
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game["timestamp"] = timestamp
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game["frames"] = frames
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var err = $HTTPRequest.connect("request_completed", self, "_on_request_completed")
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if err != OK:
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print(err)
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func _physics_process(_delta: float) -> void:
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var frame = empty_frame.duplicate(true)
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frame["coins"] = coins
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frame["points"] = points
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frame["fps"] = Engine.get_frames_per_second()
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frame["elapsed_time"] = OS.get_ticks_msec() - start_time
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var frame_objects = objects.duplicate()
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frame["objects"] = frame_objects
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frames.append(frame)
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if Input.is_action_just_pressed("Send"):
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send_data()
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func _object_created(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
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add_object(name, state, position, velocity)
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func _object_updated(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
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remove_object(name)
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add_object(name, state, position, velocity)
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func _object_removed(name: String) -> void:
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remove_object(name)
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func add_object(name: String, state: String, position: Vector2, velocity: Vector2) -> void:
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var object = empty_object.duplicate(true)
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object["name"] = name
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object["state"] = state
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object["position_x"] = position.x
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object["position_y"] = position.y
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object["velocity_x"] = velocity.x
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object["velocity_y"] = velocity.y
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objects.append(object)
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func remove_object(name: String) -> void:
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for i in range(0, objects.size()):
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if objects[i]["name"] == name:
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objects.remove(i)
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func _on_coin_update(amount: int) -> void:
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coins = coins + amount
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func _on_request_completed(result: int, response_code: int, headers: PoolStringArray, body: PoolByteArray) -> void:
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if result != HTTPRequest.RESULT_SUCCESS:
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print_debug("Error: Failed to connect with error code: " + str(result))
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return
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if response_code != HTTPClient.RESPONSE_OK:
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print_debug("Error: Failed response with error code: " + str(response_code))
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print_debug(headers)
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if body.size() > 0:
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var json = JSON.parse(body.get_string_from_utf8())
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print_debug(JSON.print(json.result, "\t"))
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func send_data() -> void:
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var json = JSON.print(game)
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var headers = ["Content-Type: application/json", "Content-Encoding: gzip", "Content-Transfer-Encoding: base64"]
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var body = compress_payload(json)
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print("JSON B: " + String(json.length()))
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print("JSON MB: " + String(json.length() / pow(2, 20)))
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print("Body B: " + String(body.length()))
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print("Body MB: " + String(body.length() / pow(2, 20)))
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$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
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func compress_payload(payload: String) -> String:
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var bytes = payload.to_utf8()
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var compressed = bytes.compress(File.COMPRESSION_GZIP)
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var new_payload = Marshalls.raw_to_base64(compressed)
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return new_payload
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func clean_rut(rut: String) -> String:
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rut = rut.strip_escapes()
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rut = rut.strip_edges(true, true)
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rut = rut.to_lower()
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rut = rut.replace(".", "")
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rut = rut.replace("-", "")
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return rut
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func is_rut_valid(rut: String) -> bool:
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rut = clean_rut(rut)
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if rut.length() < 8 or rut.length() > 9:
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print_debug("RUT length is invalid!")
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return false
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var rutTemp: String = rut.substr(0, rut.length() - 1)
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var verifier: String = rut.substr(rut.length() - 1, 1)
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print("Rut: " + rutTemp)
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print("Verifier: " + verifier)
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if not rutTemp.is_valid_integer():
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print_debug("RUT isn't a valid integer!")
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return false
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if rutTemp.to_int() > 50000000:
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print_debug("RUT is too large, that is a company!")
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return false
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if verifier != generate_verifier(rut):
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return false
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return true
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func generate_verifier(rut: String) -> String:
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if not rut.is_valid_integer():
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print_debug("RUT isn't a valid integer!")
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return ""
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var multiplier: int = 2
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var sum: int = 0
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var remainder: int = 0
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var division: int = 0
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var rutLength: int = rut.length()
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var i: int = rutLength - 1
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while i >= 0:
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sum = sum + rut.substr(i, i + 1).to_int() * multiplier
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multiplier = multiplier + 1
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if multiplier == 8:
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multiplier = 2
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i = i - 1
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var tempSum: float = int(sum)
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division = int(floor(tempSum / 11))
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division = division * 11
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remainder = sum - division
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if remainder != 0:
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remainder = 11 - remainder
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if remainder == 10:
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return "k"
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else:
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return String(remainder)
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@ -1,5 +1,9 @@
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[gd_scene format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://monitor/Monitor.gd" type="Script" id=1]
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[node name="Monitor" type="Node"]
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script = ExtResource( 1 )
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use_development_url = true
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[node name="Sender" type="Node" parent="."]
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[node name="HTTPRequest" type="HTTPRequest" parent="."]
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12
src/Main.cpp
12
src/Main.cpp
@ -9,6 +9,7 @@ void Main::_register_methods()
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{
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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_property<Main, String>("game_version", &Main::set_game_version, &Main::get_game_version, String(main::game_version.c_str()));
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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, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
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@ -28,6 +29,7 @@ void Main::_init()
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_os = OS::get_singleton();
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_input = Input::get_singleton();
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game_version = String(main::game_version.c_str());
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full_screen = main::full_screen;
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window_size = main::window_size;
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launch_screen = main::launch_screen;
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@ -71,6 +73,16 @@ Ref<PackedScene> Main::get_level()
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return this->level;
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}
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void Main::set_game_version(String game_version)
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{
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this->game_version = game_version;
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}
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String Main::get_game_version()
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{
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return this->game_version;
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}
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void Main::set_full_screen(bool full_screen)
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{
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this->full_screen = full_screen;
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25
src/Main.h
25
src/Main.h
@ -1,6 +1,7 @@
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#ifndef ALAI_MAIN_H
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#define ALAI_MAIN_H
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#include <string>
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#include <Godot.hpp>
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#include <Node.hpp>
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#include <OS.hpp>
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@ -21,6 +22,11 @@ namespace godot
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*/
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namespace main
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{
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/**
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* @brief The default value for the game version.
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*
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*/
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const std::string game_version = "0.1.0";
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/**
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* @brief The default value for if the game should start in full screen.
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*
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@ -64,6 +70,11 @@ namespace godot
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*
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*/
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Ref<PackedScene> level;
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/**
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* @brief The current version of the game.
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*
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*/
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String game_version;
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/**
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* @brief If the window is full screen or not.
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*
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@ -137,6 +148,20 @@ namespace godot
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*/
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Ref<PackedScene> get_level();
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/**
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* @brief Set the game version object.
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*
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* @param[in] game_version The new version fo the game.
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*/
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void set_game_version(String game_version);
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/**
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* @brief Get the game version object.
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*
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* @return String The current version of the game.
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*/
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String get_game_version();
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/**
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* @brief Set the full screen object.
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*
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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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