prototype
This commit is contained in:
143
src/include/Main.h
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143
src/include/Main.h
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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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* @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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* @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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#endif
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219
src/include/Player.h
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219
src/include/Player.h
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#ifndef JUEGO_PLAYER_H
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#define JUEGO_PLAYER_H
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/**
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* @brief This resource is loaded by default for the AnimatedSprite node.
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*/
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#define JUEGO_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
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/**
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* @brief The speed the player should move it.
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*/
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#define JUEGO_PLAYER_SPEED 100.0
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/**
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* @brief The force applied to the player when jumping.
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*/
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#define JUEGO_PLAYER_JUMP_FORCE 300.0
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/**
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* @brief The gravity applied to the player.
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*/
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#define JUEGO_PLAYER_GRAVITY 9.81
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/**
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* @brief The multiplier used to change the speed of the player when running.
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*/
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#define JUEGO_PLAYER_RUN_SPEED 2.0
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#include <Godot.hpp>
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#include <KinematicBody2D.hpp>
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#include <OS.hpp>
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#include <Sprite.hpp>
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#include <Vector2.hpp>
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#include <Input.hpp>
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#include <AnimatedSprite.hpp>
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#include <SpriteFrames.hpp>
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#include <ResourceLoader.hpp>
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#include <PackedScene.hpp>
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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 is used to control the player.
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* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
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*/
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class Player : public KinematicBody2D
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{
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GODOT_CLASS(Player, KinematicBody2D)
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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 ResourceLoader singleton.
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*/
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ResourceLoader *_resource_loader;
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/**
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* @brief The animated sprite connected to the KinematicBody2D.
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*/
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AnimatedSprite *animated_sprite;
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/**
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* @brief The sprite frames used in the animated sprite.
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*/
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Ref<SpriteFrames> sprite_frames;
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/**
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* @brief The coins the player has collected.
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*/
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uint8_t coins;
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/**
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* @brief The velocity at which moves the player moves.
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*/
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Vector2 velocity;
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/**
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* @brief The speed that the player moves in.
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*/
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float speed;
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/**
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* @brief The force applied to the player when jumping.
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*/
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float jump_force;
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/**
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* @brief The gravity applied to the player.
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*/
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float gravity;
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/**
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* @brief The speed multiplier used to make the player move faster.
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*/
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float run_speed;
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/**
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* @brief State of jumping of the player. To be replaced with a state machine in the future.
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*/
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uint8_t jumping;
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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 Player object.
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*/
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Player();
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/**
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* @brief Destroy the Player object.
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*/
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~Player();
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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 sprite frames object.
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*
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* @param[in] new_sprite_frames The new sprite frame.
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*/
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void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
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/**
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* @brief Get the sprite frames object.
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*
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* @return Ref<SpriteFrames> A reference to the sprite frames object.
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*/
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Ref<SpriteFrames> get_sprite_frames();
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/**
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* @brief Set the speed object.
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*
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* @param[in] new_speed The new speed.
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*/
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void set_speed(float new_speed);
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/**
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* @brief Get the speed object.
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*
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* @return float The current speed of the player.
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*/
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float get_speed();
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/**
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* @brief Set the jump force object.
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*
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* @param[in] new_jump_force The new force applied to the player to make him jump.
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*/
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void set_jump_force(float new_jump_force);
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/**
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* @brief Get the jump 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_jump_force();
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/**
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* @brief Set the gravity object.
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*
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* @param[in] new_gravity The new gravity to apply to the player.
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*/
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void set_gravity(float new_gravity);
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/**
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* @brief Get the gravity object.
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*
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* @return float The current gravity applied to the player.
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*/
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float get_gravity();
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/**
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* @brief Set the run speed object.
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*
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* @param[in] new_run_speed The new speed for running.
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*/
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void set_run_speed(float new_run_speed);
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/**
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* @brief Get the run speed object.
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*
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* @return float The current run speed of the player.
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*/
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float get_run_speed();
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/**
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* @brief This signal is called when the player moves.
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* @details The jump action is not included in this signal, just moving left or right.
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*
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* @param[in] position The new position of the player.
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*/
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void _on_Player_player_moved(Vector2 position);
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};
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}
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#endif
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