prototype
This commit is contained in:
99
src/Main.cpp
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99
src/Main.cpp
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#include "Main.h"
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#include <SceneTree.hpp>
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using namespace godot;
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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, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, JUEGO_MAIN_FULL_SCREEN);
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register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, JUEGO_MAIN_WINDOW_SIZE);
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register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, JUEGO_MAIN_LAUNCH_SCREEN);
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}
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Main::Main()
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{
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}
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Main::~Main()
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{
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}
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void Main::_init()
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{
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_os = OS::get_singleton();
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_input = Input::get_singleton();
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full_screen = JUEGO_MAIN_FULL_SCREEN;
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window_size = JUEGO_MAIN_WINDOW_SIZE;
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launch_screen = JUEGO_MAIN_LAUNCH_SCREEN;
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}
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void Main::_ready()
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{
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if (get_full_screen())
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{
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_os->set_window_fullscreen(true);
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}
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else
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{
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String resolution = String("Resolution before: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
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Godot::print(resolution);
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_os->set_window_size(window_size);
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_os->set_window_position(
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_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5
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);
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resolution = String("Resolution after: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
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Godot::print(resolution);
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}
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}
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void Main::_physics_process(float delta)
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{
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if (_input->is_action_just_pressed("ui_cancel"))
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{
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get_tree()->quit();
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}
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}
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void Main::set_full_screen(bool new_full_screen)
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{
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full_screen = new_full_screen;
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}
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bool Main::get_full_screen()
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{
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return full_screen;
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}
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void Main::set_window_size(Vector2 new_window_size)
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{
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window_size = new_window_size;
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}
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Vector2 Main::get_window_size()
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{
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return window_size;
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}
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void Main::set_launch_screen(int8_t new_launch_screen)
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{
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launch_screen = new_launch_screen;
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}
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int8_t Main::get_launch_screen()
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{
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if (launch_screen == -1)
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{
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return _os->get_current_screen();
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}
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else
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{
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return launch_screen;
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}
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}
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237
src/Player.cpp
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237
src/Player.cpp
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#include "Player.h"
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#include <Camera2D.hpp>
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#include <TileMap.hpp>
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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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using namespace godot;
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void Player::_register_methods()
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{
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register_method("_ready", &Player::_ready);
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register_method("_physics_process", &Player::_physics_process);
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register_method("_on_Player_player_moved", &Player::_on_Player_player_moved);
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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, JUEGO_PLAYER_SPEED);
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register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, JUEGO_PLAYER_JUMP_FORCE);
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register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, JUEGO_PLAYER_GRAVITY);
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register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, JUEGO_PLAYER_RUN_SPEED);
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register_signal<Player>("player_moved", "position", GODOT_VARIANT_TYPE_VECTOR2);
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}
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Player::Player()
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{
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}
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Player::~Player()
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{
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}
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void Player::_init()
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{
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_os = OS::get_singleton();
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_input = Input::get_singleton();
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_resource_loader = ResourceLoader::get_singleton();
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//sprite_frames = _resource_loader->load(JUEGO_PLAYER_SPRITE_FRAMES);
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set_speed(JUEGO_PLAYER_SPEED);
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set_jump_force(JUEGO_PLAYER_JUMP_FORCE);
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set_gravity(JUEGO_PLAYER_GRAVITY);
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set_run_speed(JUEGO_PLAYER_RUN_SPEED);
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coins = 0;
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velocity = Vector2();
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jumping = 0;
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}
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void Player::_ready()
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{
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animated_sprite = get_node<AnimatedSprite>("AnimatedSprite");
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if (!animated_sprite)
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{
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WARN_PRINT("AnimateSprite not found!");
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animated_sprite = AnimatedSprite()._new();
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}
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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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get_parent()->call_deferred("remove_child", this);
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tile_map->call_deferred("add_child", this);
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}
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else
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{
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WARN_PRINT("Middleground not found!");
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}
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}
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void Player::_physics_process(float delta)
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{
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auto current_speed = get_speed();
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velocity.x = 0;
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if (_input->is_action_pressed("run"))
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{
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current_speed *= get_run_speed();
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}
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if (_input->is_action_pressed("right"))
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{
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velocity.x += current_speed;
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}
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if (_input->is_action_pressed("left"))
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{
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velocity.x += -current_speed;
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}
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if (velocity.x > 0)
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{
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animated_sprite->play("move");
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animated_sprite->set_flip_h(true);
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}
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else if (velocity.x < 0)
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{
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animated_sprite->play("move");
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animated_sprite->set_flip_h(false);
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}
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else
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{
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animated_sprite->stop();
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animated_sprite->set_animation("idle");
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}
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if (jumping > 0 && is_on_floor())
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{
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animated_sprite->set_frame(1);
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jumping = 0;
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}
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if (!is_on_floor())
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{
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animated_sprite->stop();
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animated_sprite->set_animation("air");
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if (jumping == 0)
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{
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jumping = 2;
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}
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}
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velocity.y += get_gravity();
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if (_input->is_action_just_pressed("jump") && jumping < 2)
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{
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velocity.y = -get_jump_force();
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jumping++;
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}
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if (_input->is_action_just_released("jump"))
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{
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if (velocity.y < -100)
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{
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velocity.y = -100;
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}
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}
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if (velocity.x < 0 || velocity.x > 0)
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{
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//emit_signal("player_moved", get_position());
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}
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velocity = move_and_slide(velocity, Vector2::UP, true);
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velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
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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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auto sprite_node = get_node<AnimatedSprite>("AnimatedSprite");
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if (sprite_node != nullptr)
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{
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position.x = Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
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position.y = Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
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}
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else {
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WARN_PRINT("Could not clamp player based on sprite frame size!");
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position.x = Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
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position.y = Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
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}
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set_global_position(position);
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// If the player is off screen reload the scene
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auto notifier = get_node<VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
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if (notifier != nullptr)
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{
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if (!notifier->is_on_screen())
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{
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if (get_parent()->get_class() == "TileMap")
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{
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Godot::print("Off screen");
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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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}
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}
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}
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void Player::set_sprite_frames(Ref<SpriteFrames> new_sprite_frames)
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{
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sprite_frames = new_sprite_frames;
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}
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Ref<SpriteFrames> Player::get_sprite_frames()
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{
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return sprite_frames;
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}
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void Player::set_speed(float new_speed)
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{
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speed = new_speed;
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}
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float Player::get_speed()
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{
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return speed;
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}
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void Player::set_jump_force(float new_jump_force)
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{
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jump_force = new_jump_force;
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}
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float Player::get_jump_force()
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{
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return jump_force;
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}
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void Player::set_gravity(float new_gravity)
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{
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gravity = new_gravity;
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}
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float Player::get_gravity()
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{
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return gravity;
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}
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void Player::set_run_speed(float new_run_speed)
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{
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run_speed = new_run_speed;
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}
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float Player::get_run_speed()
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{
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return run_speed;
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}
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void Player::_on_Player_player_moved(Vector2 position)
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{
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Godot::print(position);
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}
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26
src/godot.cpp
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26
src/godot.cpp
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@@ -0,0 +1,26 @@
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#include <Godot.hpp>
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#include "Main.h"
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#include "Player.h"
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using namespace godot;
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extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
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{
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Godot::gdnative_init(o);
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}
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extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o)
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{
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// This next line is a workaround to fix bug:
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// https://github.com/godotengine/godot/issues/48295
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Godot::nativescript_terminate(_RegisterState::nativescript_handle);
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Godot::gdnative_terminate(o);
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}
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extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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{
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Godot::nativescript_init(handle);
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register_class<Main>();
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register_class<Player>();
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}
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143
src/include/Main.h
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143
src/include/Main.h
Normal file
@@ -0,0 +1,143 @@
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#ifndef JUEGO_MAIN_H
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#define JUEGO_MAIN_H
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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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#include <Input.hpp>
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/**
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* @brief If the game should be full screen or not by default.
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*/
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#define JUEGO_MAIN_FULL_SCREEN false
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/**
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* @brief The default size of the window.
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* @details This is ignored if full screen is true.
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*/
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#define JUEGO_MAIN_WINDOW_SIZE Vector2(1280, 720)
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/**
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* @brief Which screen to launch the game on.
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* @details If -1 it will launch the game on the "active" screen. Anything between 0 and N represents the screen number to show the game on when opened.
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*/
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#define JUEGO_MAIN_LAUNCH_SCREEN -1
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/**
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* @brief This is the godot namespace for all the code included in the library.
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* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
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*/
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namespace godot
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{
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/**
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* @brief This class controls the Main node.
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* @details The main node is responsible for controling the window and the game iteself is a child of it.
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*/
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class Main : public Node
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{
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GODOT_CLASS(Main, Node)
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private:
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/**
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* @brief OS singleton.
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*/
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OS *_os;
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/**
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* @brief Input singleton.
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*/
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Input *_input;
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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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bool full_screen;
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/**
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* @brief The size of the window.
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*/
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Vector2 window_size;
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/**
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* @brief The screen to launch the game on.
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*/
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int8_t launch_screen;
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public:
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/**
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* @brief This method registers classes with Godot.
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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 Main object.
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*/
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Main();
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/**
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* @brief Destroy the Main object.
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*/
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~Main();
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/**
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* @brief Initialize the class from Godot.
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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 Code to be run when ready.
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* @details This method is run when all the children of this node are ready.
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*/
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void _ready();
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/**
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* @brief This class handles the physics processing.
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* @details Every delta time, this function is called to check for input and update positioning.
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*
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* @param[in] delta The difference in time that passed since the last call to this method.
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*/
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void _physics_process(float delta);
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/**
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* @brief Set the full screen object.
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*
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* @param[in] new_full_screen The new full screen state.
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||||
*/
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void set_full_screen(bool new_full_screen);
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/**
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* @brief Get the full screen object.
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*
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* @return true If full screen.
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* @return false If not full screen.
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*/
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bool get_full_screen();
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/**
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* @brief Set the window size object.
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*
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* @param[in] new_window_size The new window size.
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||||
*/
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void set_window_size(Vector2 new_window_size);
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/**
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* @brief Get the window size object.
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||||
*
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||||
* @return Vector2 The window size.
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||||
*/
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||||
Vector2 get_window_size();
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||||
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||||
/**
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||||
* @brief Set the launch screen object.
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||||
*
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||||
* @param[in] new_launch_screen The launch screen to use.
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||||
*/
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||||
void set_launch_screen(int8_t new_launch_screen);
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||||
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||||
/**
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* @brief Get the launch screen object.
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||||
*
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||||
* @return int8_t The launch screen.
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||||
*/
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||||
int8_t get_launch_screen();
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||||
};
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||||
}
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||||
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||||
#endif
|
219
src/include/Player.h
Normal file
219
src/include/Player.h
Normal file
@@ -0,0 +1,219 @@
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||||
#ifndef JUEGO_PLAYER_H
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#define JUEGO_PLAYER_H
|
||||
|
||||
/**
|
||||
* @brief This resource is loaded by default for the AnimatedSprite node.
|
||||
*/
|
||||
#define JUEGO_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
|
||||
/**
|
||||
* @brief The speed the player should move it.
|
||||
*/
|
||||
#define JUEGO_PLAYER_SPEED 100.0
|
||||
/**
|
||||
* @brief The force applied to the player when jumping.
|
||||
*/
|
||||
#define JUEGO_PLAYER_JUMP_FORCE 300.0
|
||||
/**
|
||||
* @brief The gravity applied to the player.
|
||||
*/
|
||||
#define JUEGO_PLAYER_GRAVITY 9.81
|
||||
/**
|
||||
* @brief The multiplier used to change the speed of the player when running.
|
||||
*/
|
||||
#define JUEGO_PLAYER_RUN_SPEED 2.0
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <KinematicBody2D.hpp>
|
||||
#include <OS.hpp>
|
||||
#include <Sprite.hpp>
|
||||
#include <Vector2.hpp>
|
||||
#include <Input.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
#include <SpriteFrames.hpp>
|
||||
#include <ResourceLoader.hpp>
|
||||
#include <PackedScene.hpp>
|
||||
|
||||
/**
|
||||
* @brief This is the godot namespace for all the code included in the library.
|
||||
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
|
||||
*/
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class is used to control the player.
|
||||
* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
|
||||
*/
|
||||
class Player : public KinematicBody2D
|
||||
{
|
||||
GODOT_CLASS(Player, KinematicBody2D)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief OS singleton.
|
||||
*/
|
||||
OS *_os;
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*/
|
||||
Input *_input;
|
||||
/**
|
||||
* @brief ResourceLoader singleton.
|
||||
*/
|
||||
ResourceLoader *_resource_loader;
|
||||
|
||||
/**
|
||||
* @brief The animated sprite connected to the KinematicBody2D.
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
/**
|
||||
* @brief The sprite frames used in the animated sprite.
|
||||
*/
|
||||
Ref<SpriteFrames> sprite_frames;
|
||||
/**
|
||||
* @brief The coins the player has collected.
|
||||
*/
|
||||
uint8_t coins;
|
||||
/**
|
||||
* @brief The velocity at which moves the player moves.
|
||||
*/
|
||||
Vector2 velocity;
|
||||
/**
|
||||
* @brief The speed that the player moves in.
|
||||
*/
|
||||
float speed;
|
||||
/**
|
||||
* @brief The force applied to the player when jumping.
|
||||
*/
|
||||
float jump_force;
|
||||
/**
|
||||
* @brief The gravity applied to the player.
|
||||
*/
|
||||
float gravity;
|
||||
/**
|
||||
* @brief The speed multiplier used to make the player move faster.
|
||||
*/
|
||||
float run_speed;
|
||||
|
||||
/**
|
||||
* @brief State of jumping of the player. To be replaced with a state machine in the future.
|
||||
*/
|
||||
uint8_t jumping;
|
||||
|
||||
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 Player object.
|
||||
*/
|
||||
Player();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player object.
|
||||
*/
|
||||
~Player();
|
||||
|
||||
/**
|
||||
* @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 Code to be run when ready.
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
|
||||
/**
|
||||
* @brief This class handles the physics processing.
|
||||
* @details Every delta time, this function is called to check for input and update positioning.
|
||||
*
|
||||
* @param[in] delta The difference in time that passed since the last call to this method.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
|
||||
/**
|
||||
* @brief Set the sprite frames object.
|
||||
*
|
||||
* @param[in] new_sprite_frames The new sprite frame.
|
||||
*/
|
||||
void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
|
||||
|
||||
/**
|
||||
* @brief Get the sprite frames object.
|
||||
*
|
||||
* @return Ref<SpriteFrames> A reference to the sprite frames object.
|
||||
*/
|
||||
Ref<SpriteFrames> get_sprite_frames();
|
||||
|
||||
/**
|
||||
* @brief Set the speed object.
|
||||
*
|
||||
* @param[in] new_speed The new speed.
|
||||
*/
|
||||
void set_speed(float new_speed);
|
||||
|
||||
/**
|
||||
* @brief Get the speed object.
|
||||
*
|
||||
* @return float The current speed of the player.
|
||||
*/
|
||||
float get_speed();
|
||||
|
||||
/**
|
||||
* @brief Set the jump force object.
|
||||
*
|
||||
* @param[in] new_jump_force The new force applied to the player to make him jump.
|
||||
*/
|
||||
void set_jump_force(float new_jump_force);
|
||||
|
||||
/**
|
||||
* @brief Get the jump force object.
|
||||
*
|
||||
* @return float The current force being applied to the player.
|
||||
*/
|
||||
float get_jump_force();
|
||||
|
||||
/**
|
||||
* @brief Set the gravity object.
|
||||
*
|
||||
* @param[in] new_gravity The new gravity to apply to the player.
|
||||
*/
|
||||
void set_gravity(float new_gravity);
|
||||
|
||||
/**
|
||||
* @brief Get the gravity object.
|
||||
*
|
||||
* @return float The current gravity applied to the player.
|
||||
*/
|
||||
float get_gravity();
|
||||
|
||||
/**
|
||||
* @brief Set the run speed object.
|
||||
*
|
||||
* @param[in] new_run_speed The new speed for running.
|
||||
*/
|
||||
void set_run_speed(float new_run_speed);
|
||||
|
||||
/**
|
||||
* @brief Get the run speed object.
|
||||
*
|
||||
* @return float The current run speed of the player.
|
||||
*/
|
||||
float get_run_speed();
|
||||
|
||||
/**
|
||||
* @brief This signal is called when the player moves.
|
||||
* @details The jump action is not included in this signal, just moving left or right.
|
||||
*
|
||||
* @param[in] position The new position of the player.
|
||||
*/
|
||||
void _on_Player_player_moved(Vector2 position);
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user