Merge pull request 'feature/cleanup' (#33) from feature/cleanup into develop

Reviewed-on: #33
This commit is contained in:
Chris Cromer 2022-08-28 01:09:29 -04:00
commit a57c4d420f
32 changed files with 887 additions and 966 deletions

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@ -6,7 +6,6 @@
[node name="Monitor" type="Node"] [node name="Monitor" type="Node"]
pause_mode = 2 pause_mode = 2
script = ExtResource( 1 ) script = ExtResource( 1 )
monitor_enabled = true
[node name="MonitorGUI" parent="." instance=ExtResource( 3 )] [node name="MonitorGUI" parent="." instance=ExtResource( 3 )]
visible = false visible = false

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@ -1,40 +1,37 @@
#include "CameraLimit.h" #include "CameraLimit.h"
#include <Camera2D.hpp>
#include <SceneTree.hpp> #include <SceneTree.hpp>
#include <TileMap.hpp> #include <TileMap.hpp>
#include <Camera2D.hpp>
#include <Viewport.hpp> #include <Viewport.hpp>
#include <Node.hpp>
using namespace godot; void alai::CameraLimit::_register_methods()
void CameraLimit::_register_methods()
{ {
register_method("_ready", &CameraLimit::_ready); register_method("_ready", &CameraLimit::_ready);
} }
CameraLimit::CameraLimit() alai::CameraLimit::CameraLimit()
{ {
} }
CameraLimit::~CameraLimit() alai::CameraLimit::~CameraLimit()
{ {
} }
void CameraLimit::_init() void alai::CameraLimit::_init()
{ {
} }
void CameraLimit::_ready() void alai::CameraLimit::_ready()
{ {
auto node = find_node("Middleground"); auto node = find_node("Middleground");
auto middle_ground = cast_to<TileMap>(node); auto middle_ground = cast_to<godot::TileMap>(node);
if (middle_ground != NULL) if (middle_ground != NULL)
{ {
auto used_rect = middle_ground->get_used_rect(); auto used_rect = middle_ground->get_used_rect();
auto bounds = Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y); auto bounds = godot::Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y);
node = get_tree()->get_root()->find_node("Camera2D", true, false); node = get_tree()->get_root()->find_node("Camera2D", true, false);
auto camera = cast_to<Camera2D>(node); auto camera = cast_to<godot::Camera2D>(node);
if (camera != NULL) if (camera != NULL)
{ {
camera->set_limit(2, bounds.x * middle_ground->get_cell_size().x); camera->set_limit(2, bounds.x * middle_ground->get_cell_size().x);

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@ -4,16 +4,16 @@
#include <Godot.hpp> #include <Godot.hpp>
#include <Node2D.hpp> #include <Node2D.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class limits the camera's position. * @brief This class limits the camera's position.
* *
* @details The camera will be limited based on the used width and height of the Middleground tilemap. * @details The camera will be limited based on the used width and height of the Middleground tilemap.
*/ */
class CameraLimit: public Node2D class CameraLimit: public godot::Node2D
{ {
GODOT_CLASS(CameraLimit, Node2D) GODOT_CLASS(CameraLimit, godot::Node2D)
public: public:
/** /**

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@ -2,50 +2,47 @@
#include <SceneTree.hpp> #include <SceneTree.hpp>
using namespace godot; void alai::Main::_register_methods()
using namespace main;
void Main::_register_methods()
{ {
register_method("_ready", &Main::_ready); godot::register_method("_ready", &Main::_ready);
register_method("_physics_process", &Main::_physics_process); godot::register_method("_physics_process", &Main::_physics_process);
register_method("_on_monitor_loaded", &Main::_on_monitor_loaded); godot::register_method("_on_monitor_loaded", &Main::_on_monitor_loaded);
register_property<Main, String>("game_version", &Main::set_game_version, &Main::get_game_version, String(main::game_version.c_str())); godot::register_property<Main, godot::String>("game_version", &Main::set_game_version, &Main::get_game_version, godot::String(default_game_version.c_str()));
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")); godot::register_property<Main, godot::Ref<godot::PackedScene>>("level", &Main::set_level, &Main::get_level, godot::Ref<godot::PackedScene>(nullptr), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen); godot::register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, default_full_screen);
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size); godot::register_property<Main, godot::Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, default_window_size);
register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen); godot::register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, default_launch_screen);
register_signal<Main>("monitor_loaded"); godot::register_signal<Main>("monitor_loaded");
} }
Main::Main() alai::Main::Main()
{ {
} }
Main::~Main() alai::Main::~Main()
{ {
} }
void Main::_init() void alai::Main::_init()
{ {
_os = OS::get_singleton(); _os = godot::OS::get_singleton();
_input = Input::get_singleton(); _input = godot::Input::get_singleton();
_project_settings = ProjectSettings::get_singleton(); _project_settings = godot::ProjectSettings::get_singleton();
_resource_loader = ResourceLoader::get_singleton(); _resource_loader = godot::ResourceLoader::get_singleton();
game_version = String(main::game_version.c_str()); set_game_version(godot::String(default_game_version.c_str()));
full_screen = main::full_screen; set_full_screen(default_full_screen);
window_size = main::window_size; set_window_size(default_window_size);
launch_screen = main::launch_screen; set_launch_screen(default_launch_screen);
} }
void Main::_ready() void alai::Main::_ready()
{ {
auto success = _project_settings->load_resource_pack("monitor.pck"); auto success = _project_settings->load_resource_pack("monitor.pck");
if (success) if (success)
{ {
// Load monitor from pck // Load monitor from pck
Godot::print("Monitor pck found, loading..."); godot::Godot::print("Monitor pck found, loading...");
load_monitor(); load_monitor();
} }
else if (_resource_loader->exists("res://monitor/Monitor.tscn")) else if (_resource_loader->exists("res://monitor/Monitor.tscn"))
@ -75,19 +72,19 @@ void Main::_ready()
if (success) if (success)
{ {
// Load crt from pck // Load crt from pck
Godot::print("CRT pck found, loading..."); godot::Godot::print("CRT pck found, loading...");
Ref<PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn"); godot::Ref<godot::PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn");
add_child(crt_scene->instance()); add_child(crt_scene->instance());
} }
else if (_resource_loader->exists("res://shaders/crt/crt.tscn")) else if (_resource_loader->exists("res://shaders/crt/crt.tscn"))
{ {
// Load crt from alai's pck // Load crt from alai's pck
Ref<PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn"); godot::Ref<godot::PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn");
add_child(crt_scene->instance()); add_child(crt_scene->instance());
} }
} }
void Main::_on_monitor_loaded() void alai::Main::_on_monitor_loaded()
{ {
if (level != nullptr) if (level != nullptr)
{ {
@ -97,16 +94,16 @@ void Main::_on_monitor_loaded()
} }
} }
void Main::load_monitor() void alai::Main::load_monitor()
{ {
Ref<PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn"); godot::Ref<godot::PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
add_child(monitor_scene->instance()); add_child(monitor_scene->instance());
auto monitor = get_node("Monitor"); auto monitor = get_node("Monitor");
monitor->connect("monitor_loaded", this, "_on_monitor_loaded"); monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
get_tree()->set_pause(true); get_tree()->set_pause(true);
} }
Node *Main::load_level() godot::Node *alai::Main::load_level()
{ {
if (level != nullptr) if (level != nullptr)
{ {
@ -119,7 +116,7 @@ Node *Main::load_level()
return nullptr; return nullptr;
} }
void Main::_physics_process(float delta) void alai::Main::_physics_process(float delta)
{ {
if (_input->is_action_just_pressed("ui_cancel")) if (_input->is_action_just_pressed("ui_cancel"))
{ {
@ -127,52 +124,52 @@ void Main::_physics_process(float delta)
} }
} }
void Main::set_level(Ref<PackedScene> level) void alai::Main::set_level(godot::Ref<godot::PackedScene> level)
{ {
this->level = level; this->level = level;
} }
Ref<PackedScene> Main::get_level() godot::Ref<godot::PackedScene> alai::Main::get_level()
{ {
return this->level; return this->level;
} }
void Main::set_game_version(String game_version) void alai::Main::set_game_version(godot::String game_version)
{ {
this->game_version = game_version; this->game_version = game_version;
} }
String Main::get_game_version() godot::String alai::Main::get_game_version()
{ {
return this->game_version; return this->game_version;
} }
void Main::set_full_screen(bool full_screen) void alai::Main::set_full_screen(bool full_screen)
{ {
this->full_screen = full_screen; this->full_screen = full_screen;
} }
bool Main::get_full_screen() bool alai::Main::get_full_screen()
{ {
return this->full_screen; return this->full_screen;
} }
void Main::set_window_size(Vector2 window_size) void alai::Main::set_window_size(godot::Vector2 window_size)
{ {
this-> window_size = window_size; this-> window_size = window_size;
} }
Vector2 Main::get_window_size() godot::Vector2 alai::Main::get_window_size()
{ {
return this->window_size; return this->window_size;
} }
void Main::set_launch_screen(int8_t launch_screen) void alai::Main::set_launch_screen(int8_t launch_screen)
{ {
this->launch_screen = launch_screen; this->launch_screen = launch_screen;
} }
int8_t Main::get_launch_screen() int8_t alai::Main::get_launch_screen()
{ {
if (this->launch_screen == -1) if (this->launch_screen == -1)
{ {

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@ -3,226 +3,231 @@
#include <string> #include <string>
#include <Godot.hpp> #include <Godot.hpp>
#include <Input.hpp>
#include <Node.hpp> #include <Node.hpp>
#include <OS.hpp> #include <OS.hpp>
#include <Input.hpp>
#include <PackedScene.hpp> #include <PackedScene.hpp>
#include <Ref.hpp>
#include <ProjectSettings.hpp> #include <ProjectSettings.hpp>
#include <Ref.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
/** /**
* @brief This is the godot namespace for all the code included in the library. * @brief This is the alai namespace for all the code included in the game.
* *
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties. * @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
*/ */
namespace godot namespace alai
{ {
/** /**
* @brief This namespace houses some global variables and the main class. * @brief This class controls the Main node.
* *
* @details The main node is responsible for controlling the window and the game itself is a child of it.
*/ */
namespace main class Main : public godot::Node
{ {
/** GODOT_CLASS(Main, godot::Node)
* @brief The default value for the game version.
*
*/
const std::string game_version = "0.1.0";
/**
* @brief The default value for if the game should start in full screen.
*
*/
const bool full_screen = false;
/**
* @brief The default resolution for the game window.
*
*/
const Vector2 window_size = Vector2(1280, 720);
/**
* @brief The default screen the the game should open on.
*
* @details -1 opens it on the currently active screen. And 0 and above are the screens to use.
*/
const int8_t launch_screen = -1;
/** private:
* @brief This class controls the Main node. /**
* * @brief OS singleton.
* @details The main node is responsible for controling the window and the game iteself is a child of it. *
*/ */
class Main : public Node godot::OS *_os;
{ /**
GODOT_CLASS(Main, Node) * @brief Input singleton.
*
*/
godot::Input *_input;
/**
* @brief ProjectSettings singleton.
*
*/
godot::ProjectSettings *_project_settings;
/**
* @brief ResourceLoader singleton.
*
*/
godot::ResourceLoader *_resource_loader;
/**
* @brief The default value for the game version.
*
*/
inline static const std::string default_game_version = "0.1.0";
/**
* @brief The default value for if the game should start in full screen.
*
*/
inline static const bool default_full_screen = false;
/**
* @brief The default resolution for the game window.
*
*/
inline static const godot::Vector2 default_window_size = godot::Vector2(1280, 720);
/**
* @brief The default screen the the game should open on.
*
* @details -1 opens it on the currently active screen. And 0 and above are the screens to use.
*/
inline static const int8_t default_launch_screen = -1;
/**
* @brief The first level to load
*
*/
godot::Ref<godot::PackedScene> level;
/**
* @brief The current version of the game.
*
*/
godot::String game_version;
/**
* @brief If the window is full screen or not.
*
*/
bool full_screen;
/**
* @brief The size of the window.
*
*/
godot::Vector2 window_size;
/**
* @brief The screen to launch the game on.
*
*/
int8_t launch_screen;
private: public:
/** /**
* @brief OS singleton. * @brief This method registers classes with Godot.
* *
*/ * @details This method registers methods, properties, and signals with the Godot engine.
OS *_os; */
/** static void _register_methods();
* @brief Input singleton.
*
*/
Input *_input;
/**
* @brief ProjectSettings singleton.
*
*/
ProjectSettings *_project_settings;
/**
* @brief ResourceLoader singleton.
*
*/
ResourceLoader *_resource_loader;
/** /**
* @brief The first level to load * @brief Construct a new Main object.
* *
*/ */
Ref<PackedScene> level; Main();
/**
* @brief The current version of the game.
*
*/
String game_version;
/**
* @brief If the window is full screen or not.
*
*/
bool full_screen;
/**
* @brief The size of the window.
*
*/
Vector2 window_size;
/**
* @brief The screen to launch the game on.
*
*/
int8_t launch_screen;
public: /**
/** * @brief Destroy the Main object.
* @brief This method registers classes with Godot. *
* */
* @details This method registers methods, properties, and signals with the Godot engine. ~Main();
*/
static void _register_methods();
/** /**
* @brief Construct a new Main object. * @brief Initialize the class from Godot.
* *
*/ * @details This method is called just once when the Godot engine connects to the instance of the class.
Main(); */
void _init();
/** /**
* @brief Destroy the Main object. * @brief Code to be run when ready.
* *
*/ * @details This method is run when all the children of this node are ready.
~Main(); */
void _ready();
/** /**
* @brief Initialize the class from Godot. * @brief This class handles the physics processing.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details Every delta time, this function is called to check for input and update positioning.
*/ *
void _init(); * @param[in] delta The difference in time that passed since the last call to this method.
*/
void _physics_process(float delta);
/** /**
* @brief Code to be run when ready. * @brief Set the level object.
* *
* @details This method is run when all the children of this node are ready. * @param[in] level The new level to load when starting.
*/ */
void _ready(); void set_level(godot::Ref<godot::PackedScene> level);
/** /**
* @brief This class handles the physics processing. * @brief Get the level object.
* *
* @details Every delta time, this function is called to check for input and update positioning. * @return Ref<PackedScene> The level scene to load.
* */
* @param[in] delta The difference in time that passed since the last call to this method. godot::Ref<godot::PackedScene> get_level();
*/
void _physics_process(float delta);
/** /**
* @brief Set the level object. * @brief Set the game version object.
* *
* @param[in] level The new level to load when starting. * @param[in] game_version The new version fo the game.
*/ */
void set_level(Ref<PackedScene> level); void set_game_version(godot::String game_version);
/** /**
* @brief Get the level object. * @brief Get the game version object.
* *
* @return Ref<PackedScene> The level scene to load. * @return String The current version of the game.
*/ */
Ref<PackedScene> get_level(); godot::String get_game_version();
/** /**
* @brief Set the game version object. * @brief Set the full screen object.
* *
* @param[in] game_version The new version fo the game. * @param[in] full_screen The new full screen state.
*/ */
void set_game_version(String game_version); void set_full_screen(bool full_screen);
/** /**
* @brief Get the game version object. * @brief Get the full screen object.
* *
* @return String The current version of the game. * @return true If full screen.
*/ * @return false If not full screen.
String get_game_version(); */
bool get_full_screen();
/** /**
* @brief Set the full screen object. * @brief Set the window size object.
* *
* @param[in] full_screen The new full screen state. * @param[in] window_size The new window size.
*/ */
void set_full_screen(bool full_screen); void set_window_size(godot::Vector2 window_size);
/** /**
* @brief Get the full screen object. * @brief Get the window size object.
* *
* @return true If full screen. * @return Vector2 The window size.
* @return false If not full screen. */
*/ godot::Vector2 get_window_size();
bool get_full_screen();
/** /**
* @brief Set the window size object. * @brief Set the launch screen object.
* *
* @param[in] window_size The new window size. * @param[in] launch_screen The launch screen to use.
*/ */
void set_window_size(Vector2 window_size); void set_launch_screen(int8_t launch_screen);
/** /**
* @brief Get the window size object. * @brief Get the launch screen object.
* *
* @return Vector2 The window size. * @return int8_t The launch screen.
*/ */
Vector2 get_window_size(); int8_t get_launch_screen();
/** /**
* @brief Set the launch screen object. * @brief Called when the monitor finishes loading.
* *
* @param[in] launch_screen The launch screen to use. */
*/ void _on_monitor_loaded();
void set_launch_screen(int8_t launch_screen);
/** /**
* @brief Get the launch screen object. * @brief Loads the monitor and adds it to the scene.
* *
* @return int8_t The launch screen. */
*/ void load_monitor();
int8_t get_launch_screen();
void _on_monitor_loaded(); /**
* @brief Loads the selected level.
void load_monitor(); *
Node *load_level(); * @return Node* The level node which we will later add the monitor to.
}; */
} Node *load_level();
};
} }
#endif #endif

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@ -1,55 +1,48 @@
#include "coin/CoinCollected.h" #include "coin/CoinCollected.h"
#include <AnimationPlayer.hpp>
#include "Event.h" #include "Event.h"
using namespace godot; #include <AnimationPlayer.hpp>
void CoinCollected::_register_methods() void alai::CoinCollected::_register_methods()
{ {
register_method("_state_enter", &CoinCollected::_state_enter); register_method("_state_enter", &CoinCollected::_state_enter);
register_method("_state_exit", &CoinCollected::_state_exit); register_method("_state_exit", &CoinCollected::_state_exit);
register_method("_on_animation_finished", &CoinCollected::_on_animation_finished); register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
} }
CoinCollected::CoinCollected() alai::CoinCollected::CoinCollected()
{ {
} }
CoinCollected::~CoinCollected() alai::CoinCollected::~CoinCollected()
{ {
} }
void CoinCollected::_init() void alai::CoinCollected::_init()
{ {
} }
void CoinCollected::_state_enter() void alai::CoinCollected::_state_enter()
{ {
auto node = get_parent()->find_node("AnimationPlayer"); auto node = get_parent()->find_node("AnimationPlayer");
if (node != nullptr) if (node != nullptr)
{ {
auto animation_player = Object::cast_to<AnimationPlayer>(node); auto animation_player = Object::cast_to<godot::AnimationPlayer>(node);
animation_player->play("jump"); animation_player->play("jump");
} }
} }
void CoinCollected::_state_exit() void alai::CoinCollected::_state_exit()
{ {
} }
void CoinCollected::_on_animation_finished(String anim_name) void alai::CoinCollected::_on_animation_finished(godot::String anim_name)
{ {
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("coin_collected", 1); event->emit_signal("coin_collected", 1);
this->get_parent()->queue_free(); this->get_parent()->queue_free();
// get_state_machine()->change("CoinCounter");
} }

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@ -1,75 +1,73 @@
#ifndef ALAI_COIN_COLLECTED #ifndef ALAI_COIN_COIN_COLLECTED_H
#define ALAI_COIN_COLLECTED #define ALAI_COIN_COIN_COLLECTED_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp> #include <AnimatedSprite.hpp>
#include <Godot.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class controls what happens when the Coin is in the collected state. * @brief This class controls what happens when the Coin is in the collected state.
* *
*/ */
class CoinCollected : public State class CoinCollected : public alai::State
{ {
GODOT_CLASS(CoinCollected, State) GODOT_CLASS(CoinCollected, alai::State)
private: private:
/** /**
* @brief The animated sprite of the Coin. * @brief The animated sprite of the Coin.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
* *
* @details This method registers methods, properties, and signals with the Godot engine. * @details This method registers methods, properties, and signals with the Godot engine.
*/ */
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new CoinCollected object. * @brief Construct a new CoinCollected object.
* *
*/ */
CoinCollected(); CoinCollected();
/** /**
* @brief Destroy the CoinCollected object. * @brief Destroy the CoinCollected object.
* *
*/ */
~CoinCollected(); ~CoinCollected();
/** /**
* @brief Initialize the class from Godot. * @brief Initialize the class from Godot.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _init(); void _init();
/** /**
* @brief Called when the collected state of the coin is entered. * @brief Called when the collected state of the coin is entered.
* *
*/ */
void _state_enter(); void _state_enter();
/** /**
* @brief Called when the collected state of the coin is exited. * @brief Called when the collected state of the coin is exited.
* *
*/ */
void _state_exit(); void _state_exit();
/** /**
* @brief Called when the animation of the collected coin has finished. * @brief Called when the animation of the collected coin has finished.
* *
*/ */
void _on_animation_finished(String anim_name); void _on_animation_finished(godot::String anim_name);
}; };
} }
#endif #endif

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@ -1,43 +1,37 @@
#include "coin/CoinCounter.h" #include "coin/CoinCounter.h"
#include <String.hpp>
#include "coin/CoinCollected.h"
#include "Event.h"
using namespace godot;
void CoinCounter::_register_methods() #include "Event.h"
#include <String.hpp>
void alai::CoinCounter::_register_methods()
{ {
register_method("_on_coin_collected", &CoinCounter::_on_coin_collected); register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
register_method("_ready", &CoinCounter::_ready); register_method("_ready", &CoinCounter::_ready);
} }
CoinCounter::CoinCounter() alai::CoinCounter::CoinCounter()
{ {
} }
CoinCounter::~CoinCounter() alai::CoinCounter::~CoinCounter()
{ {
} }
void CoinCounter::_init() void alai::CoinCounter::_init()
{ {
coins = 0;
} }
void CoinCounter::_on_CoinHUD_ready() void alai::CoinCounter::_on_coin_collected(int amount)
{
}
void CoinCounter::_on_coin_collected(int amount)
{ {
coins = coins + amount; coins = coins + amount;
set_text(String::num(coins)); set_text(godot::String::num(coins));
} }
void CoinCounter::_ready()
void alai::CoinCounter::_ready()
{ {
set_text("0"); set_text("0");
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
event->connect("coin_collected", this, "_on_coin_collected"); event->connect("coin_collected", this, "_on_coin_collected");
} }

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@ -1,62 +1,59 @@
#ifndef ALAI_COIN_COUNTER #ifndef ALAI_COIN_COIN_COUNTER_H
#define ALAI_COIN_COUNTER #define ALAI_COIN_COIN_COUNTER_H
#include <Godot.hpp> #include <Godot.hpp>
#include <Node.hpp>
#include <Label.hpp> #include <Label.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class controls what happens when the Coin is in the collected . * @brief This class controls what happens when the Coin is in the collected .
* *
*/ */
class CoinCounter : public Label class CoinCounter : public godot::Label
{ {
GODOT_CLASS(CoinCounter, Label) GODOT_CLASS(CoinCounter, godot::Label)
private: private:
int coins = 0; int coins;
public:
/**
* @brief This method registers classes with Godot.
*
* @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
public: /**
/** * @brief Construct a new CoinCounter object.
* @brief This method registers classes with Godot. *
* */
* @details This method registers methods, properties, and signals with the Godot engine. CoinCounter();
*/
static void _register_methods();
/** /**
* @brief Construct a new CoinCounter object. * @brief Destroy the CoinCounter object.
* *
*/ */
CoinCounter(); ~CoinCounter();
/** /**
* @brief Destroy the CoinCounter object. * @brief Initialize the class from Godot.
* *
*/ * @details This method is called just once when the Godot engine connects to the instance of the class.
~CoinCounter(); */
void _init();
/** /**
* @brief Initialize the class from Godot. * @brief Called when the collected of the coin is entered.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. */
*/
void _init();
/** void _on_CoinHUD_ready();
* @brief Called when the collected of the coin is entered. void _on_coin_collected(int amount);
* void _ready();
*/
};
void _on_CoinHUD_ready();
void _on_coin_collected(int amount);
void _ready();
};
} }

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@ -1,56 +1,46 @@
#include "coin/CoinNotCollected.h" #include "coin/CoinNotCollected.h"
#include <Area2D.hpp> #include <Area2D.hpp>
using namespace godot; void alai::CoinNotCollected::_register_methods()
void CoinNotCollected::_register_methods()
{ {
register_method("_state_enter", &CoinNotCollected::_state_enter); register_method("_state_enter", &CoinNotCollected::_state_enter);
register_method("_state_exit", &CoinNotCollected::_state_exit); register_method("_state_exit", &CoinNotCollected::_state_exit);
register_method("_on_body_entered", &CoinNotCollected::_on_body_entered); register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
} }
CoinNotCollected::CoinNotCollected() alai::CoinNotCollected::CoinNotCollected()
{ {
} }
CoinNotCollected::~CoinNotCollected() alai::CoinNotCollected::~CoinNotCollected()
{ {
} }
void CoinNotCollected::_init() void alai::CoinNotCollected::_init()
{ {
} }
void CoinNotCollected::_state_enter() void alai::CoinNotCollected::_state_enter()
{ {
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite"); animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
animated_sprite->set_animation("spin"); animated_sprite->set_animation("spin");
animated_sprite->play(); animated_sprite->play();
} }
void CoinNotCollected::_state_exit() void alai::CoinNotCollected::_state_exit()
{ {
} }
void CoinNotCollected::_on_body_entered(Node *node) void alai::CoinNotCollected::_on_body_entered(Node *node)
{ {
Godot::print("Coin touched");
auto parent_node = get_parent(); auto parent_node = get_parent();
if (parent_node != nullptr) if (parent_node != nullptr)
{ {
auto coin = Object::cast_to<Area2D>(parent_node); auto coin = Object::cast_to<godot::Area2D>(parent_node);
coin->set_collision_mask_bit(0, false); coin->set_collision_mask_bit(0, false);
} }
get_state_machine()->change("CoinCollected"); get_state_machine()->change("CoinCollected");
} }

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@ -1,76 +1,74 @@
#ifndef ALAI_COIN_NOT_COLLECTED #ifndef ALAI_COIN_COIN_NOT_COLLECTED_H
#define ALAI_COIN_NOT_COLLECTED #define ALAI_COIN_COIN_NOT_COLLECTED_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp> #include <AnimatedSprite.hpp>
#include <Godot.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class controls what happens when the Coin is in the not collected state. * @brief This class controls what happens when the Coin is in the not collected state.
* *
*/ */
class CoinNotCollected : public State class CoinNotCollected : public alai::State
{ {
GODOT_CLASS(CoinNotCollected, State) GODOT_CLASS(CoinNotCollected, alai::State)
private: private:
/** /**
* @brief The animated sprite of the Coin. * @brief The animated sprite of the Coin.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
* *
* @details This method registers methods, properties, and signals with the Godot engine. * @details This method registers methods, properties, and signals with the Godot engine.
*/ */
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new CoinNotCollected object. * @brief Construct a new CoinNotCollected object.
* *
*/ */
CoinNotCollected(); CoinNotCollected();
/** /**
* @brief Destroy the CoinNotCollected object. * @brief Destroy the CoinNotCollected object.
* *
*/ */
~CoinNotCollected(); ~CoinNotCollected();
/** /**
* @brief Initialize the class from Godot. * @brief Initialize the class from Godot.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _init(); void _init();
/** /**
* @brief Called when the not collected state of the coin is entered. * @brief Called when the not collected state of the coin is entered.
* *
*/ */
void _state_enter(); void _state_enter();
/** /**
* @brief Called when the not collected state of the coin is exited. * @brief Called when the not collected state of the coin is exited.
* *
*/ */
void _state_exit(); void _state_exit();
/** /**
* @brief Method called on body entered. * @brief Method called on body entered.
* *
* @param[in] node Node interacting with whoever * @param[in] node Node interacting with whoever
*/ */
void _on_body_entered(Node *node); void _on_body_entered(Node *node);
}; };
} }
#endif #endif

View File

@ -1,55 +1,46 @@
#include "goal/GoalNotReached.h" #include "goal/GoalNotReached.h"
#include <Area2D.hpp> #include <Area2D.hpp>
using namespace godot; void alai::GoalNotReached::_register_methods()
void GoalNotReached::_register_methods()
{ {
register_method("_state_enter", &GoalNotReached::_state_enter); register_method("_state_enter", &GoalNotReached::_state_enter);
register_method("_state_exit", &GoalNotReached::_state_exit); register_method("_state_exit", &GoalNotReached::_state_exit);
register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered); register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
} }
GoalNotReached::GoalNotReached() alai::GoalNotReached::GoalNotReached()
{ {
} }
GoalNotReached::~GoalNotReached() alai::GoalNotReached::~GoalNotReached()
{ {
} }
void GoalNotReached::_init() void alai::GoalNotReached::_init()
{ {
} }
void GoalNotReached::_state_enter() void alai::GoalNotReached::_state_enter()
{ {
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite"); animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
animated_sprite->set_animation("flagmove"); animated_sprite->set_animation("flagmove");
animated_sprite->play(); animated_sprite->play();
} }
void GoalNotReached::_state_exit() void alai::GoalNotReached::_state_exit()
{ {
} }
void GoalNotReached::_on_Goal_body_entered(Node *node) void alai::GoalNotReached::_on_Goal_body_entered(Node *node)
{ {
auto parent_node = get_parent(); auto parent_node = get_parent();
if (parent_node != nullptr) if (parent_node != nullptr)
{ {
auto goal = Object::cast_to<Area2D>(parent_node); auto goal = Object::cast_to<godot::Area2D>(parent_node);
goal->set_collision_mask_bit(0, false); goal->set_collision_mask_bit(0, false);
} }
get_state_machine()->change("GoalReached"); get_state_machine()->change("GoalReached");
} }

View File

@ -1,76 +1,74 @@
#ifndef ALAI_GOAL_NOT_REACHED #ifndef ALAI_GOAL_GOAL_NOT_REACHED_H
#define ALAI_GOAL_NOT_REACHED #define ALAI_GOAL_GOAL_NOT_REACHED_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp> #include <AnimatedSprite.hpp>
#include <Godot.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class controls what happens when the Coin is in the not collected state. * @brief This class controls what happens when the Coin is in the not collected state.
* *
*/ */
class GoalNotReached : public State class GoalNotReached : public alai::State
{ {
GODOT_CLASS(GoalNotReached, State) GODOT_CLASS(GoalNotReached, alai::State)
private: private:
/** /**
* @brief The animated sprite of the Coin. * @brief The animated sprite of the Coin.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
* *
* @details This method registers methods, properties, and signals with the Godot engine. * @details This method registers methods, properties, and signals with the Godot engine.
*/ */
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new GoalNotReached object. * @brief Construct a new GoalNotReached object.
* *
*/ */
GoalNotReached(); GoalNotReached();
/** /**
* @brief Destroy the GoalNotReached object. * @brief Destroy the GoalNotReached object.
* *
*/ */
~GoalNotReached(); ~GoalNotReached();
/** /**
* @brief Initialize the class from Godot. * @brief Initialize the class from Godot.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _init(); void _init();
/** /**
* @brief Called when the not collected state of the coin is entered. * @brief Called when the not collected state of the coin is entered.
* *
*/ */
void _state_enter(); void _state_enter();
/** /**
* @brief Called when the not collected state of the coin is exited. * @brief Called when the not collected state of the coin is exited.
* *
*/ */
void _state_exit(); void _state_exit();
/** /**
* @brief Method called on body entered. * @brief Method called on body entered.
* *
* @param[in] node Node interacting with whoever * @param[in] node Node interacting with whoever
*/ */
void _on_Goal_body_entered(Node *node); void _on_Goal_body_entered(Node *node);
}; };
} }
#endif #endif

View File

@ -1,36 +1,30 @@
#include "goal/GoalReached.h" #include "goal/GoalReached.h"
#include <Area2D.hpp> #include <Area2D.hpp>
using namespace godot; void alai::GoalReached::_register_methods()
void GoalReached::_register_methods()
{ {
register_method("_state_enter", &GoalReached::_state_enter); register_method("_state_enter", &GoalReached::_state_enter);
register_method("_state_exit", &GoalReached::_state_exit); register_method("_state_exit", &GoalReached::_state_exit);
} }
GoalReached::GoalReached() alai::GoalReached::GoalReached()
{ {
} }
GoalReached::~GoalReached() alai::GoalReached::~GoalReached()
{ {
} }
void GoalReached::_init() void alai::GoalReached::_init()
{ {
} }
void GoalReached::_state_enter() void alai::GoalReached::_state_enter()
{ {
Godot::print("Flag touched"); godot::Godot::print("Flag touched");
} }
void GoalReached::_state_exit() void alai::GoalReached::_state_exit()
{ {
} }

View File

@ -1,74 +1,72 @@
#ifndef ALAI_GOAL_REACHED #ifndef ALAI_GOAL_GOAL_REACHED_H
#define ALAI_GOAL_REACHED #define ALAI_GOAL_GOAL_REACHED_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp> #include <AnimatedSprite.hpp>
#include <Godot.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class controls what happens when the goal flag is in the reached state. * @brief This class controls what happens when the goal flag is in the reached state.
* *
*/ */
class GoalReached : public State class GoalReached : public alai::State
{ {
GODOT_CLASS(GoalReached, State) GODOT_CLASS(GoalReached, alai::State)
private: private:
/** /**
* @brief The animated sprite of the Coin. * @brief The animated sprite of the Coin.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**
* @brief This method registers classes with Godot. * @brief This method registers classes with Godot.
* *
* @details This method registers methods, properties, and signals with the Godot engine. * @details This method registers methods, properties, and signals with the Godot engine.
*/ */
static void _register_methods(); static void _register_methods();
/** /**
* @brief Construct a new GoalReached object. * @brief Construct a new GoalReached object.
* *
*/ */
GoalReached(); GoalReached();
/** /**
* @brief Destroy the GoalReached object. * @brief Destroy the GoalReached object.
* *
*/ */
~GoalReached(); ~GoalReached();
/** /**
* @brief Initialize the class from Godot. * @brief Initialize the class from Godot.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. * @details This method is called just once when the Godot engine connects to the instance of the class.
*/ */
void _init(); void _init();
/** /**
* @brief Called when the collected state of the coin is entered. * @brief Called when the collected state of the coin is entered.
* *
*/ */
void _state_enter(); void _state_enter();
/** /**
* @brief Called when the collected state of the coin is exited. * @brief Called when the collected state of the coin is exited.
* *
*/ */
void _state_exit(); void _state_exit();
/** /**
* @brief Called when the animation of the collected coin has finished. * @brief Called when the animation of the collected coin has finished.
* *
*/ */
}; };
} }
#endif #endif

View File

@ -17,15 +17,13 @@
#include "goal/GoalNotReached.h" #include "goal/GoalNotReached.h"
#include "gui/game_over/GameOverScreen.h" #include "gui/game_over/GameOverScreen.h"
using namespace godot;
/** /**
* @brief This function connects the gdnative init function. * @brief This function connects the gdnative init function.
* *
*/ */
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o) extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
{ {
Godot::gdnative_init(o); godot::Godot::gdnative_init(o);
} }
/** /**
@ -36,8 +34,8 @@ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_opt
{ {
// This next line is a workaround to fix bug: // This next line is a workaround to fix bug:
// https://github.com/godotengine/godot/issues/48295 // https://github.com/godotengine/godot/issues/48295
Godot::nativescript_terminate(_RegisterState::nativescript_handle); godot::Godot::nativescript_terminate(godot::_RegisterState::nativescript_handle);
Godot::gdnative_terminate(o); godot::Godot::gdnative_terminate(o);
} }
/** /**
@ -46,21 +44,22 @@ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_opt
*/ */
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle) extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
{ {
Godot::nativescript_init(handle); godot::Godot::nativescript_init(handle);
register_class<alai::Event>();
register_class<StateMachine>(); godot::register_class<alai::Event>();
register_class<State>(); godot::register_class<alai::StateMachine>();
register_class<main::Main>(); godot::register_class<alai::State>();
register_class<CameraLimit>(); godot::register_class<alai::Main>();
register_class<player::Player>(); godot::register_class<alai::CameraLimit>();
register_class<player::PlayerIdle>(); godot::register_class<alai::player::Player>();
register_class<player::PlayerMove>(); godot::register_class<alai::player::PlayerIdle>();
register_class<player::PlayerJump>(); godot::register_class<alai::player::PlayerMove>();
register_class<player::PlayerFall>(); godot::register_class<alai::player::PlayerJump>();
register_class<CoinNotCollected>(); godot::register_class<alai::player::PlayerFall>();
register_class<CoinCollected>(); godot::register_class<alai::CoinNotCollected>();
register_class<CoinCounter>(); godot::register_class<alai::CoinCollected>();
register_class<GoalReached>(); godot::register_class<alai::CoinCounter>();
register_class<GoalNotReached>(); godot::register_class<alai::GoalReached>();
register_class<GameOverScreen>(); godot::register_class<alai::GoalNotReached>();
godot::register_class<alai::GameOverScreen>();
} }

View File

@ -1,54 +1,49 @@
#include "gui/game_over/GameOverScreen.h" #include "gui/game_over/GameOverScreen.h"
#include "Event.h" #include "Event.h"
#include <Resource.hpp>
#include <Ref.hpp>
#include <Node.hpp> #include <Node.hpp>
#include <SceneTree.hpp>
#include <PackedScene.hpp> #include <PackedScene.hpp>
#include <Ref.hpp>
#include <Resource.hpp>
#include <SceneTree.hpp>
#include <Viewport.hpp> #include <Viewport.hpp>
void alai::GameOverScreen::_register_methods()
using namespace godot;
void GameOverScreen::_register_methods()
{ {
register_method("_on_botonreiniciar_pressed", &GameOverScreen::_on_botonreiniciar_pressed); register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
register_method("_ready", &GameOverScreen::_ready); register_method("_ready", &GameOverScreen::_ready);
register_method("connect_signal", &GameOverScreen::connect_signal); register_method("connect_signal", &GameOverScreen::connect_signal);
register_method("_on_player_died", &GameOverScreen::_on_player_died); register_method("_on_player_died", &GameOverScreen::_on_player_died);
} }
GameOverScreen::GameOverScreen() alai::GameOverScreen::GameOverScreen()
{ {
} }
GameOverScreen::~GameOverScreen() alai::GameOverScreen::~GameOverScreen()
{ {
} }
void GameOverScreen::_init() void alai::GameOverScreen::_init()
{ {
_resource_loader = ResourceLoader::get_singleton(); _resource_loader = godot::ResourceLoader::get_singleton();
} }
void GameOverScreen::_ready() void alai::GameOverScreen::_ready()
{ {
connect_signal(); connect_signal();
} }
void GameOverScreen::_on_botonreiniciar_pressed() void alai::GameOverScreen::_on_restart_button_pressed()
{ {
if (_resource_loader->exists("res://levels/Prototype.tscn")) //CAMBIAR A DINAMICO if (_resource_loader->exists("res://levels/Prototype.tscn"))
{ {
Ref<PackedScene> level_scene = _resource_loader->load("res://levels/Prototype.tscn"); godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/Prototype.tscn");
auto level = level_scene->instance(); auto level = level_scene->instance();
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level"); auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr) if (level_node != nullptr)
{ {
level_node->add_child(level); level_node->add_child(level);
set_visible(false); set_visible(false);
call_deferred("connect_signal"); call_deferred("connect_signal");
@ -57,16 +52,13 @@ void GameOverScreen::_on_botonreiniciar_pressed()
{ {
WARN_PRINT("Node level not found!"); WARN_PRINT("Node level not found!");
} }
} }
} }
void GameOverScreen::_on_player_died() //eliminar nivel void alai::GameOverScreen::_on_player_died()
{ {
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
event->disconnect("player_died", this, "_on_player_died"); event->disconnect("player_died", this, "_on_player_died");
Godot::print("player ded");
set_visible(true); set_visible(true);
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level"); auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr) if (level_node != nullptr)
@ -74,6 +66,7 @@ void GameOverScreen::_on_player_died() //eliminar nivel
auto child = level_node->get_child(0); auto child = level_node->get_child(0);
if (child != nullptr) if (child != nullptr)
{ {
// Delete the currently active level from the tree.
child->queue_free(); child->queue_free();
} }
else else
@ -85,14 +78,10 @@ void GameOverScreen::_on_player_died() //eliminar nivel
{ {
WARN_PRINT("Node level not found!"); WARN_PRINT("Node level not found!");
} }
} }
void GameOverScreen::connect_signal() void alai::GameOverScreen::connect_signal()
{ {
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
event->connect("player_died", this, "_on_player_died"); event->connect("player_died", this, "_on_player_died");
} }

View File

@ -1,62 +1,59 @@
#ifndef ALAI_GAME_OVER_SCREEN_H #ifndef ALAI_GAME_OVER_SCREEN_H
#define ALAI_GAME_OVER_SCREEN_H #define ALAI_GAME_OVER_SCREEN_H
#include <Godot.hpp>
#include <CanvasLayer.hpp> #include <CanvasLayer.hpp>
#include <Godot.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
namespace alai
namespace godot
{ {
/** /**
* @brief This class controls what happens when the Coin is in the collected . * @brief This class controls what happens when the Coin is in the collected .
* *
*/ */
class GameOverScreen : public CanvasLayer class GameOverScreen : public godot::CanvasLayer
{ {
GODOT_CLASS(GameOverScreen, CanvasLayer) GODOT_CLASS(GameOverScreen, godot::CanvasLayer)
private: private:
ResourceLoader *_resource_loader; godot::ResourceLoader *_resource_loader;
public:
/**
* @brief This method registers classes with Godot.
*
* @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
/** public:
* @brief Construct a new GameOverScreen object. /**
* * @brief This method registers classes with Godot.
*/ *
GameOverScreen(); * @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
/** /**
* @brief Destroy the GameOverScreen object. * @brief Construct a new GameOverScreen object.
* *
*/ */
~GameOverScreen(); GameOverScreen();
/** /**
* @brief Initialize the class from Godot. * @brief Destroy the GameOverScreen object.
* *
* @details This method is called just once when the Godot engine connects to the instance of the class. */
*/ ~GameOverScreen();
void _init();
/** /**
* @brief Called when the collected of the coin is entered. * @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 _ready(); */
void _on_player_died(); void _init();
void _on_botonreiniciar_pressed();
void connect_signal(); /**
* @brief Called when the collected of the coin is entered.
}; *
*/
void _ready();
void _on_player_died();
void _on_restart_button_pressed();
void connect_signal();
};
} }
#endif #endif

View File

@ -3,45 +3,42 @@
#include "Event.h" #include "Event.h"
#include <Camera2D.hpp> #include <Camera2D.hpp>
#include <TileMap.hpp> #include <KinematicCollision2D.hpp>
#include <VisibilityNotifier2D.hpp> #include <RayCast2D.hpp>
#include <SceneTree.hpp> #include <SceneTree.hpp>
#include <Texture.hpp> #include <Texture.hpp>
#include <TileMap.hpp>
#include <Viewport.hpp> #include <Viewport.hpp>
#include <RayCast2D.hpp> #include <VisibilityNotifier2D.hpp>
#include <KinematicCollision2D.hpp>
using namespace godot; void alai::player::Player::_register_methods()
using namespace player;
void Player::_register_methods()
{ {
register_method("_ready", &Player::_ready); godot::register_method("_ready", &Player::_ready);
register_method("_physics_process", &Player::_physics_process); godot::register_method("_physics_process", &Player::_physics_process);
register_method("set_velocity", &Player::set_velocity); godot::register_method("set_velocity", &Player::set_velocity);
register_method("get_velocity", &Player::get_velocity); godot::register_method("get_velocity", &Player::get_velocity);
register_method("_on_player_touched", &Player::_on_player_touched); godot::register_method("_on_player_touched", &Player::_on_player_touched);
register_method("_on_monitor_loaded", &Player::_on_monitor_loaded); godot::register_method("_on_monitor_loaded", &Player::_on_monitor_loaded);
//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")); //godot::register_property<Player, godot::Ref<godot::SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, godot::Ref<godot::SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, godot::String("SpriteFrames"));
register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed); godot::register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force); godot::register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
register_property<Player, float>("bounce_force", &Player::set_bounce_force, &Player::get_bounce_force, player::bounce_force); godot::register_property<Player, float>("bounce_force", &Player::set_bounce_force, &Player::get_bounce_force, player::bounce_force);
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity); godot::register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed); godot::register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump); godot::register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
} }
Player::Player() alai::player::Player::Player()
{ {
} }
Player::~Player() alai::player::Player::~Player()
{ {
} }
void Player::_init() void alai::player::Player::_init()
{ {
_resource_loader = ResourceLoader::get_singleton(); _resource_loader = godot::ResourceLoader::get_singleton();
//sprite_frames = _resource_loader->load(player::sprite_frames); //sprite_frames = _resource_loader->load(player::sprite_frames);
set_speed(player::speed); set_speed(player::speed);
@ -52,24 +49,24 @@ void Player::_init()
set_double_jump(player::double_jump); set_double_jump(player::double_jump);
coins = 0; coins = 0;
velocity = Vector2(); velocity = godot::Vector2();
} }
void Player::_ready() void alai::player::Player::_ready()
{ {
animated_sprite = get_node<AnimatedSprite>("AnimatedSprite"); animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (!animated_sprite) if (!animated_sprite)
{ {
ERR_PRINT("AnimateSprite not found!"); ERR_PRINT("AnimateSprite not found!");
animated_sprite = AnimatedSprite()._new(); animated_sprite = godot::AnimatedSprite()._new();
} }
//animated_sprite->set_sprite_frames(sprite_frames); //animated_sprite->set_sprite_frames(sprite_frames);
auto node = get_parent()->find_node("Middleground"); auto node = get_parent()->find_node("Middleground");
if (node != nullptr) if (node != nullptr)
{ {
auto tile_map = Object::cast_to<TileMap>(node); auto tile_map = Object::cast_to<godot::TileMap>(node);
get_parent()->call_deferred("remove_child", this); get_parent()->call_deferred("remove_child", this);
tile_map->call_deferred("add_child", this); tile_map->call_deferred("add_child", this);
} }
@ -79,7 +76,7 @@ void Player::_ready()
} }
} }
void Player::_on_monitor_loaded() { void alai::player::Player::_on_monitor_loaded() {
auto state = get_node("StateMachine")->get_child(0); auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr) if (state != nullptr)
{ {
@ -92,22 +89,22 @@ void Player::_on_monitor_loaded() {
} }
} }
void Player::_physics_process(float delta) void alai::player::Player::_physics_process(float delta)
{ {
velocity.y += get_gravity(); velocity.y += get_gravity();
auto snap_vector = Vector2::ZERO; auto snap_vector = godot::Vector2::ZERO;
if (!is_on_floor()) if (!is_on_floor())
{ {
snap_vector = Vector2::DOWN * 20.0; snap_vector = godot::Vector2::DOWN * 20.0;
} }
auto platform_detector = get_node<RayCast2D>("PlatformDetector"); auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector");
auto is_on_platform = platform_detector->is_colliding(); auto is_on_platform = platform_detector->is_colliding();
velocity = move_and_slide_with_snap(velocity, snap_vector, Vector2::UP, !is_on_platform, 4, 0.9, false); velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false);
//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform); //velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2); velocity.x = godot::Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
auto count = get_slide_count(); auto count = get_slide_count();
for (int64_t i = 0; i < count; i++) for (int64_t i = 0; i < count; i++)
@ -115,7 +112,7 @@ void Player::_physics_process(float delta)
auto collision = get_slide_collision(i); auto collision = get_slide_collision(i);
auto collision_object = collision->get_collider(); auto collision_object = collision->get_collider();
auto collider = Object::cast_to<Node>(collision_object); auto collider = Object::cast_to<Node>(collision_object);
if (collider->is_in_group("squashable") && Vector2::UP.dot(collision->get_normal()) > 0.1) if (collider->is_in_group("squashable") && godot::Vector2::UP.dot(collision->get_normal()) > 0.1)
{ {
collider->call_deferred("squash"); collider->call_deferred("squash");
/*auto dup_node = collider->duplicate(); /*auto dup_node = collider->duplicate();
@ -134,7 +131,7 @@ void Player::_physics_process(float delta)
}*/ }*/
velocity.y = -get_bounce_force(); velocity.y = -get_bounce_force();
} }
else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && Vector2::DOWN.dot(collision->get_normal()) > 0)) else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && godot::Vector2::DOWN.dot(collision->get_normal()) > 0))
{ {
_on_player_touched(); _on_player_touched();
} }
@ -145,23 +142,23 @@ void Player::_physics_process(float delta)
} }
// Clamp the player's position inside the camera's limits // Clamp the player's position inside the camera's limits
auto camera = get_node<Camera2D>("Camera2D"); auto camera = get_node<godot::Camera2D>("Camera2D");
auto position = get_global_position(); auto position = get_global_position();
auto sprite_node = get_node<AnimatedSprite>("AnimatedSprite"); auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (sprite_node != nullptr) if (sprite_node != nullptr)
{ {
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); position.x = godot::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);
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); position.y = godot::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);
} }
else { else {
WARN_PRINT("Could not clamp player based on sprite frame size!"); WARN_PRINT("Could not clamp player based on sprite frame size!");
position.x = Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2)); position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
position.y = Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3)); position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
} }
set_global_position(position); set_global_position(position);
// If the player is off screen reload the scene // If the player is off screen reload the scene
auto notifier = get_node<VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D"); auto notifier = get_node<godot::VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
if (notifier != nullptr) if (notifier != nullptr)
{ {
if (!notifier->is_on_screen()) if (!notifier->is_on_screen())
@ -171,9 +168,9 @@ void Player::_physics_process(float delta)
/*if (get_parent()->get_class() == "TileMap") /*if (get_parent()->get_class() == "TileMap")
{ {
auto error = get_tree()->change_scene("res://Main.tscn"); auto error = get_tree()->change_scene("res://Main.tscn");
if (error != Error::OK) if (error != godot::Error::OK)
{ {
ERR_PRINT(String().num((int) error) + " Could not load scene!"); ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
} }
}*/ }*/
} }
@ -191,91 +188,91 @@ void Player::_physics_process(float delta)
} }
} }
void Player::set_sprite_frames(Ref<SpriteFrames> sprite_frames) void alai::player::Player::set_sprite_frames(godot::Ref<godot::SpriteFrames> sprite_frames)
{ {
this->sprite_frames = sprite_frames; this->sprite_frames = sprite_frames;
} }
Ref<SpriteFrames> Player::get_sprite_frames() godot::Ref<godot::SpriteFrames> alai::player::Player::get_sprite_frames()
{ {
return this->sprite_frames; return this->sprite_frames;
} }
void Player::set_speed(float speed) void alai::player::Player::set_speed(float speed)
{ {
this->speed = speed; this->speed = speed;
} }
float Player::get_speed() float alai::player::Player::get_speed()
{ {
return this->speed; return this->speed;
} }
void Player::set_jump_force(float jump_force) void alai::player::Player::set_jump_force(float jump_force)
{ {
this->jump_force = jump_force; this->jump_force = jump_force;
} }
float Player::get_jump_force() float alai::player::Player::get_jump_force()
{ {
return this->jump_force; return this->jump_force;
} }
void Player::set_bounce_force(float bounce_force) void alai::player::Player::set_bounce_force(float bounce_force)
{ {
this->bounce_force = bounce_force; this->bounce_force = bounce_force;
} }
float Player::get_bounce_force() float alai::player::Player::get_bounce_force()
{ {
return this->bounce_force; return this->bounce_force;
} }
void Player::set_gravity(float gravity) void alai::player::Player::set_gravity(float gravity)
{ {
this->gravity = gravity; this->gravity = gravity;
} }
float Player::get_gravity() float alai::player::Player::get_gravity()
{ {
return this->gravity; return this->gravity;
} }
void Player::set_run_speed(float run_speed) void alai::player::Player::set_run_speed(float run_speed)
{ {
this->run_speed = run_speed; this->run_speed = run_speed;
} }
float Player::get_run_speed() float alai::player::Player::get_run_speed()
{ {
return this->run_speed; return this->run_speed;
} }
void Player::set_double_jump(bool double_jump) void alai::player::Player::set_double_jump(bool double_jump)
{ {
this->double_jump = double_jump; this->double_jump = double_jump;
} }
bool Player::get_double_jump() bool alai::player::Player::get_double_jump()
{ {
return this->double_jump; return this->double_jump;
} }
void Player::set_velocity(Vector2 velocity) void alai::player::Player::set_velocity(godot::Vector2 velocity)
{ {
this->velocity = velocity; this->velocity = velocity;
} }
Vector2 Player::get_velocity() godot::Vector2 alai::player::Player::get_velocity()
{ {
return this->velocity; return this->velocity;
} }
void Player::_on_player_touched() void alai::player::Player::_on_player_touched()
{ {
auto error = get_tree()->change_scene("res://Main.tscn"); auto error = get_tree()->change_scene("res://Main.tscn");
if (error != Error::OK) if (error != godot::Error::OK)
{ {
ERR_PRINT(String().num((int) error) + " Could not load scene!"); ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
} }
} }

View File

@ -1,14 +1,13 @@
#ifndef ALAI_PLAYER_H #ifndef ALAI_PLAYER_PLAYER_H
#define ALAI_PLAYER_H #define ALAI_PLAYER_PLAYER_H
#include <AnimatedSprite.hpp>
#include <Godot.hpp> #include <Godot.hpp>
#include <KinematicBody2D.hpp> #include <KinematicBody2D.hpp>
#include <Sprite.hpp>
#include <AnimatedSprite.hpp>
#include <SpriteFrames.hpp>
#include <ResourceLoader.hpp> #include <ResourceLoader.hpp>
#include <SpriteFrames.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This namespace contains the global variables related to the player and its states. * @brief This namespace contains the global variables related to the player and its states.
@ -57,27 +56,27 @@ namespace godot
* *
* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions. * @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 class Player : public godot::KinematicBody2D
{ {
GODOT_CLASS(Player, KinematicBody2D) GODOT_CLASS(Player, godot::KinematicBody2D)
private: private:
/** /**
* @brief ResourceLoader singleton. * @brief ResourceLoader singleton.
* *
*/ */
ResourceLoader *_resource_loader; godot::ResourceLoader *_resource_loader;
/** /**
* @brief The animated sprite connected to the KinematicBody2D. * @brief The animated sprite connected to the KinematicBody2D.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
/** /**
* @brief The sprite frames used in the animated sprite. * @brief The sprite frames used in the animated sprite.
* *
*/ */
Ref<SpriteFrames> sprite_frames; godot::Ref<godot::SpriteFrames> sprite_frames;
/** /**
* @brief The coins the player has collected. * @brief The coins the player has collected.
* *
@ -87,7 +86,7 @@ namespace godot
* @brief The velocity at which moves the player moves. * @brief The velocity at which moves the player moves.
* *
*/ */
Vector2 velocity; godot::Vector2 velocity;
/** /**
* @brief The speed that the player moves in. * @brief The speed that the player moves in.
* *
@ -167,14 +166,14 @@ namespace godot
* *
* @param[in] sprite_frames The new sprite frame. * @param[in] sprite_frames The new sprite frame.
*/ */
void set_sprite_frames(Ref<SpriteFrames> sprite_frames); void set_sprite_frames(godot::Ref<godot::SpriteFrames> sprite_frames);
/** /**
* @brief Get the sprite frames object. * @brief Get the sprite frames object.
* *
* @return Ref<SpriteFrames> A reference to the sprite frames object. * @return Ref<SpriteFrames> A reference to the sprite frames object.
*/ */
Ref<SpriteFrames> get_sprite_frames(); godot::Ref<godot::SpriteFrames> get_sprite_frames();
/** /**
* @brief Set the speed object. * @brief Set the speed object.
@ -266,14 +265,14 @@ namespace godot
* *
* @param[in] velocity The new velocity of the player. * @param[in] velocity The new velocity of the player.
*/ */
void set_velocity(Vector2 velocity); void set_velocity(godot::Vector2 velocity);
/** /**
* @brief Get the velocity object. * @brief Get the velocity object.
* *
* @return Vector2 Returns the velocity of the player. * @return Vector2 Returns the velocity of the player.
*/ */
Vector2 get_velocity(); godot::Vector2 get_velocity();
/** /**
* @brief This function is called when an enemy touches the player. * @brief This function is called when an enemy touches the player.
@ -281,6 +280,10 @@ namespace godot
*/ */
void _on_player_touched(); void _on_player_touched();
/**
* @brief Called when the monitor is loaded to connect the player to it for tracking.
*
*/
void _on_monitor_loaded(); void _on_monitor_loaded();
}; };
} }

View File

@ -1,45 +1,43 @@
#include "player/states/PlayerFall.h" #include "player/states/PlayerFall.h"
#include "player/Player.h" #include "player/Player.h"
using namespace godot; void alai::player::PlayerFall::_register_methods()
using namespace player;
void PlayerFall::_register_methods()
{ {
register_method("_state_enter", &PlayerFall::_state_enter); register_method("_state_enter", &PlayerFall::_state_enter);
register_method("_state_exit", &PlayerFall::_state_exit); register_method("_state_exit", &PlayerFall::_state_exit);
register_method("_physics_process", &PlayerFall::_physics_process); register_method("_physics_process", &PlayerFall::_physics_process);
} }
PlayerFall::PlayerFall() alai::player::PlayerFall::PlayerFall()
{ {
} }
PlayerFall::~PlayerFall() alai::player::PlayerFall::~PlayerFall()
{ {
} }
void PlayerFall::_init() void alai::player::PlayerFall::_init()
{ {
_input = Input::get_singleton(); _input = godot::Input::get_singleton();
} }
void PlayerFall::_state_enter() void alai::player::PlayerFall::_state_enter()
{ {
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite"); animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
animated_sprite->stop(); animated_sprite->stop();
animated_sprite->set_animation("air"); animated_sprite->set_animation("air");
} }
void PlayerFall::_state_exit() void alai::player::PlayerFall::_state_exit()
{ {
animated_sprite->set_animation("move"); animated_sprite->set_animation("move");
animated_sprite->set_frame(1); animated_sprite->set_frame(1);
} }
void PlayerFall::_physics_process(float delta) void alai::player::PlayerFall::_physics_process(float delta)
{ {
auto parent = Object::cast_to<player::Player>(get_parent()); auto parent = Object::cast_to<Player>(get_parent());
if (parent->is_on_floor()) if (parent->is_on_floor())
{ {

View File

@ -1,13 +1,13 @@
#ifndef JUEGO_PLAYER_FALL_H #ifndef ALAI_PLAYER_STATES_PLAYER_FALL_H
#define JUEGO_PLAYER_FALL_H #define ALAI_PLAYER_STATES_PLAYER_FALL_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <AnimatedSprite.hpp>
#include <Godot.hpp> #include <Godot.hpp>
#include <Input.hpp> #include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace godot namespace alai
{ {
namespace player namespace player
{ {
@ -24,13 +24,13 @@ namespace godot
* @brief Input singleton. * @brief Input singleton.
* *
*/ */
Input *_input; godot::Input *_input;
/** /**
* @brief The animated sprite connected to the Player. * @brief The animated sprite connected to the Player.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**

View File

@ -1,43 +1,41 @@
#include "player/states/PlayerIdle.h" #include "player/states/PlayerIdle.h"
#include "player/Player.h" #include "player/Player.h"
using namespace godot; void alai::player::PlayerIdle::_register_methods()
using namespace player;
void PlayerIdle::_register_methods()
{ {
register_method("_state_enter", &PlayerIdle::_state_enter); register_method("_state_enter", &PlayerIdle::_state_enter);
register_method("_state_exit", &PlayerIdle::_state_exit); register_method("_state_exit", &PlayerIdle::_state_exit);
register_method("_physics_process", &PlayerIdle::_physics_process); register_method("_physics_process", &PlayerIdle::_physics_process);
} }
PlayerIdle::PlayerIdle() alai::player::PlayerIdle::PlayerIdle()
{ {
} }
PlayerIdle::~PlayerIdle() alai::player::PlayerIdle::~PlayerIdle()
{ {
} }
void PlayerIdle::_init() void alai::player::PlayerIdle::_init()
{ {
_input = Input::get_singleton(); _input = godot::Input::get_singleton();
} }
void PlayerIdle::_state_enter() void alai::player::PlayerIdle::_state_enter()
{ {
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite"); animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
animated_sprite->stop(); animated_sprite->stop();
animated_sprite->set_animation("idle"); animated_sprite->set_animation("idle");
} }
void PlayerIdle::_state_exit() void alai::player::PlayerIdle::_state_exit()
{ {
} }
void PlayerIdle::_physics_process(float delta) void alai::player::PlayerIdle::_physics_process(float delta)
{ {
auto parent = Object::cast_to<player::Player>(get_parent()); auto parent = Object::cast_to<Player>(get_parent());
if (_input->is_action_pressed("right")) if (_input->is_action_pressed("right"))
{ {

View File

@ -1,14 +1,13 @@
#ifndef JUEGO_PLAYER_IDLE_H #ifndef ALAI_PLAYER_STATES_PLAYER_IDLE_H
#define JUEGO_PLAYER_IDLE_H #define ALAI_PLAYER_STATES_PLAYER_IDLE_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <Input.hpp>
#include <AnimatedSprite.hpp> #include <AnimatedSprite.hpp>
#include <Godot.hpp>
#include <Input.hpp>
namespace godot namespace alai
{ {
namespace player namespace player
{ {
@ -25,12 +24,12 @@ namespace godot
* @brief Input singleton. * @brief Input singleton.
* *
*/ */
Input *_input; godot::Input *_input;
/** /**
* @brief The animated sprite of the Player. * @brief The animated sprite of the Player.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**

View File

@ -1,37 +1,35 @@
#include "player/states/PlayerJump.h" #include "player/states/PlayerJump.h"
#include "player/Player.h" #include "player/Player.h"
#include <AudioStreamPlayer.hpp> #include <AudioStreamPlayer.hpp>
using namespace godot; void alai::player::PlayerJump::_register_methods()
using namespace player;
void PlayerJump::_register_methods()
{ {
register_method("_state_enter", &PlayerJump::_state_enter); register_method("_state_enter", &PlayerJump::_state_enter);
register_method("_state_exit", &PlayerJump::_state_exit); register_method("_state_exit", &PlayerJump::_state_exit);
register_method("_physics_process", &PlayerJump::_physics_process); register_method("_physics_process", &PlayerJump::_physics_process);
} }
PlayerJump::PlayerJump() alai::player::PlayerJump::PlayerJump()
{ {
} }
PlayerJump::~PlayerJump() alai::player::PlayerJump::~PlayerJump()
{ {
} }
void PlayerJump::_init() void alai::player::PlayerJump::_init()
{ {
_input = Input::get_singleton(); _input = godot::Input::get_singleton();
} }
void PlayerJump::_state_enter(const String state) void alai::player::PlayerJump::_state_enter(const godot::String state)
{ {
auto jump_sound = get_parent()->get_node<AudioStreamPlayer>("Sounds/Jump"); auto jump_sound = get_parent()->get_node<godot::AudioStreamPlayer>("Sounds/Jump");
jump_sound->play(); jump_sound->play();
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite"); animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
animated_sprite->stop(); animated_sprite->stop();
animated_sprite->set_animation("air"); animated_sprite->set_animation("air");
@ -44,21 +42,21 @@ void PlayerJump::_state_enter(const String state)
double_jumped = false; double_jumped = false;
} }
auto parent = Object::cast_to<player::Player>(get_parent()); auto parent = Object::cast_to<Player>(get_parent());
auto velocity = parent->get_velocity(); auto velocity = parent->get_velocity();
velocity.y = -parent->get_jump_force(); velocity.y = -parent->get_jump_force();
parent->set_velocity(velocity); parent->set_velocity(velocity);
} }
void PlayerJump::_state_exit() void alai::player::PlayerJump::_state_exit()
{ {
animated_sprite->set_animation("move"); animated_sprite->set_animation("move");
animated_sprite->set_frame(1); animated_sprite->set_frame(1);
} }
void PlayerJump::_physics_process(float delta) void alai::player::PlayerJump::_physics_process(float delta)
{ {
auto parent = Object::cast_to<player::Player>(get_parent()); auto parent = Object::cast_to<Player>(get_parent());
if (parent->is_on_floor()) if (parent->is_on_floor())
{ {
get_state_machine()->change("Move"); get_state_machine()->change("Move");

View File

@ -1,13 +1,13 @@
#ifndef JUEGO_PLAYER_JUMP_H #ifndef ALAI_PLAYER_STATES_PLAYER_JUMP_H
#define JUEGO_PLAYER_JUMP_H #define ALAI_PLAYER_STATES_PLAYER_JUMP_H
#include "state_machine/State.h" #include "state_machine/State.h"
#include <AnimatedSprite.hpp>
#include <Godot.hpp> #include <Godot.hpp>
#include <Input.hpp> #include <Input.hpp>
#include <AnimatedSprite.hpp>
namespace godot namespace alai
{ {
namespace player namespace player
{ {
@ -24,12 +24,12 @@ namespace godot
* @brief Input singleton. * @brief Input singleton.
* *
*/ */
Input *_input; godot::Input *_input;
/** /**
* @brief The animated sprite connected to the Player. * @brief The animated sprite connected to the Player.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
/** /**
* @brief If the player has already performed a double jump or not. * @brief If the player has already performed a double jump or not.
* *
@ -70,7 +70,7 @@ namespace godot
* *
* @param[in] state The previous state before this one was entered. * @param[in] state The previous state before this one was entered.
*/ */
void _state_enter(const String state); void _state_enter(const godot::String state);
/** /**
* @brief Called when the player exits the jump state. * @brief Called when the player exits the jump state.

View File

@ -1,43 +1,41 @@
#include "player/states/PlayerMove.h" #include "player/states/PlayerMove.h"
#include "player/Player.h" #include "player/Player.h"
using namespace godot; void alai::player::PlayerMove::_register_methods()
using namespace player;
void PlayerMove::_register_methods()
{ {
register_method("_state_enter", &PlayerMove::_state_enter); register_method("_state_enter", &PlayerMove::_state_enter);
register_method("_state_exit", &PlayerMove::_state_exit); register_method("_state_exit", &PlayerMove::_state_exit);
register_method("_physics_process", &PlayerMove::_physics_process); register_method("_physics_process", &PlayerMove::_physics_process);
} }
PlayerMove::PlayerMove() alai::player::PlayerMove::PlayerMove()
{ {
} }
PlayerMove::~PlayerMove() alai::player::PlayerMove::~PlayerMove()
{ {
} }
void PlayerMove::_init() void alai::player::PlayerMove::_init()
{ {
_input = Input::get_singleton(); _input = godot::Input::get_singleton();
} }
void PlayerMove::_state_enter() void alai::player::PlayerMove::_state_enter()
{ {
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite"); animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
animated_sprite->set_animation("move"); animated_sprite->set_animation("move");
animated_sprite->play(); animated_sprite->play();
} }
void PlayerMove::_state_exit() void alai::player::PlayerMove::_state_exit()
{ {
} }
void PlayerMove::_physics_process(float delta) void alai::player::PlayerMove::_physics_process(float delta)
{ {
auto parent = Object::cast_to<player::Player>(get_parent()); auto parent = Object::cast_to<Player>(get_parent());
auto direction_pressed = false; auto direction_pressed = false;

View File

@ -1,5 +1,5 @@
#ifndef JUEGO_PLAYER_MOVE_H #ifndef ALAI_PLAYER_STATES_PLAYER_MOVE_H
#define JUEGO_PLAYER_MOVE_H #define ALAI_PLAYER_STATES_PLAYER_MOVE_H
#include "state_machine/State.h" #include "state_machine/State.h"
@ -7,7 +7,7 @@
#include <Input.hpp> #include <Input.hpp>
#include <AnimatedSprite.hpp> #include <AnimatedSprite.hpp>
namespace godot namespace alai
{ {
namespace player namespace player
{ {
@ -24,12 +24,12 @@ namespace godot
* @brief Input singleton. * @brief Input singleton.
* *
*/ */
Input *_input; godot::Input *_input;
/** /**
* @brief The animated sprite of the Player. * @brief The animated sprite of the Player.
* *
*/ */
AnimatedSprite *animated_sprite; godot::AnimatedSprite *animated_sprite;
public: public:
/** /**

View File

@ -1,8 +1,6 @@
#include "state_machine/State.h" #include "state_machine/State.h"
using namespace godot; void alai::State::_register_methods()
void State::_register_methods()
{ {
register_method("set_parent", &State::set_parent); register_method("set_parent", &State::set_parent);
register_method("get_parent", &State::get_parent); register_method("get_parent", &State::get_parent);
@ -11,44 +9,44 @@ void State::_register_methods()
register_method("_state_exit", &State::_state_exit); register_method("_state_exit", &State::_state_exit);
} }
State::State() alai::State::State()
{ {
} }
State::~State() alai::State::~State()
{ {
} }
void State::_init() void alai::State::_init()
{ {
} }
void State::_state_enter(const String state, const Array args) void alai::State::_state_enter(const godot::String state, const godot::Array args)
{ {
WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_enter method!"); WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_enter method!");
} }
void State::_state_exit(const String state, const Array args) void alai::State::_state_exit(const godot::String state, const godot::Array args)
{ {
WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_exit method!"); WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_exit method!");
} }
void State::set_parent(Node *parent) void alai::State::set_parent(Node *parent)
{ {
this->parent = parent; this->parent = parent;
} }
Node *State::get_parent() godot::Node *alai::State::get_parent()
{ {
return parent; return parent;
} }
void State::set_state_machine(StateMachine *state_machine) void alai::State::set_state_machine(alai::StateMachine *state_machine)
{ {
this->state_machine = state_machine; this->state_machine = state_machine;
} }
StateMachine *State::get_state_machine() alai::StateMachine *alai::State::get_state_machine()
{ {
return this->state_machine; return this->state_machine;
} }

View File

@ -1,12 +1,11 @@
#ifndef JUEGO_STATE_H #ifndef ALAI_STATE_MACHINE_STATE_H
#define JUEGO_STATE_H #define ALAI_STATE_MACHINE_STATE_H
#include "state_machine/StateMachine.h" #include "state_machine/StateMachine.h"
#include <Godot.hpp> #include <Godot.hpp>
#include <Node.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class provides a virtual template state that real states should extend from and override. * @brief This class provides a virtual template state that real states should extend from and override.
@ -21,7 +20,7 @@ namespace godot
* @brief The state's parent, this is the node 1 level above the state machine. * @brief The state's parent, this is the node 1 level above the state machine.
* *
*/ */
Node *parent; godot::Node *parent;
/** /**
* @brief The state machine itself, used to handle all state related work. * @brief The state machine itself, used to handle all state related work.
* *
@ -61,7 +60,7 @@ namespace godot
* @param[in] state This will contain the previous state. * @param[in] state This will contain the previous state.
* @param[in] args The arguments passed to the state. * @param[in] args The arguments passed to the state.
*/ */
virtual void _state_enter(const String state, const Array args = Array()); virtual void _state_enter(const godot::String state, const godot::Array args = godot::Array());
/** /**
* @brief This is called when a state is exited. * @brief This is called when a state is exited.
@ -69,14 +68,14 @@ namespace godot
* @param[in] state The state we are going to. * @param[in] state The state we are going to.
* @param[in] args The arguments passed to the state. * @param[in] args The arguments passed to the state.
*/ */
virtual void _state_exit(const String state, const Array args = Array()); virtual void _state_exit(const godot::String state, const godot::Array args = godot::Array());
/** /**
* @brief Set the parent object. * @brief Set the parent object.
* *
* @param[in] parent The parent of the state. * @param[in] parent The parent of the state.
*/ */
virtual void set_parent(Node *parent) final; virtual void set_parent(godot::Node *parent) final;
/** /**
* @brief Get the parent object. * @brief Get the parent object.

View File

@ -1,35 +1,34 @@
#include "state_machine/StateMachine.h" #include "state_machine/StateMachine.h"
#include "state_machine/State.h" #include "state_machine/State.h"
using namespace godot; void alai::StateMachine::_register_methods()
void StateMachine::_register_methods()
{ {
register_method("_ready", &StateMachine::_ready); godot::register_method("_ready", &StateMachine::_ready);
register_method("_on_StateMachine_tree_entered", &StateMachine::_on_StateMachine_tree_entered); godot::register_method("_on_StateMachine_tree_entered", &StateMachine::_on_StateMachine_tree_entered);
register_method("_on_StateMachine_tree_exiting", &StateMachine::_on_StateMachine_tree_exiting); godot::register_method("_on_StateMachine_tree_exiting", &StateMachine::_on_StateMachine_tree_exiting);
register_property<StateMachine, String>("default_state", &StateMachine::set_default_state, &StateMachine::get_default_state, String()); godot::register_property<StateMachine, godot::String>("default_state", &StateMachine::set_default_state, &StateMachine::get_default_state, godot::String());
register_property<StateMachine, bool>("debug", &StateMachine::set_debug, &StateMachine::get_debug, false); godot::register_property<StateMachine, bool>("debug", &StateMachine::set_debug, &StateMachine::get_debug, false);
register_signal<StateMachine>("state_entered", "state", GODOT_VARIANT_TYPE_STRING); godot::register_signal<StateMachine>("state_entered", "state", GODOT_VARIANT_TYPE_STRING);
register_signal<StateMachine>("state_exited", "state", GODOT_VARIANT_TYPE_STRING); godot::register_signal<StateMachine>("state_exited", "state", GODOT_VARIANT_TYPE_STRING);
register_signal<StateMachine>("state_restarted", "state", GODOT_VARIANT_TYPE_STRING); godot::register_signal<StateMachine>("state_restarted", "state", GODOT_VARIANT_TYPE_STRING);
} }
StateMachine::StateMachine() alai::StateMachine::StateMachine()
{ {
} }
StateMachine::~StateMachine() alai::StateMachine::~StateMachine()
{ {
} }
void StateMachine::_init() void alai::StateMachine::_init()
{ {
set_default_state(String()); set_default_state(godot::String());
set_debug(false); set_debug(false);
} }
void StateMachine::_ready() void alai::StateMachine::_ready()
{ {
connect("tree_entered", this, "_on_StateMachine_tree_entered"); connect("tree_entered", this, "_on_StateMachine_tree_entered");
connect("tree_exiting", this, "_on_StateMachine_tree_exiting"); connect("tree_exiting", this, "_on_StateMachine_tree_exiting");
@ -46,7 +45,7 @@ void StateMachine::_ready()
setup(); setup();
} }
void StateMachine::setup() void alai::StateMachine::setup()
{ {
auto children = get_children(); auto children = get_children();
@ -89,7 +88,7 @@ void StateMachine::setup()
} }
} }
void StateMachine::add_states() void alai::StateMachine::add_states()
{ {
auto children = get_children(); auto children = get_children();
for (uint8_t i = 0; i < children.size(); i++) for (uint8_t i = 0; i < children.size(); i++)
@ -99,12 +98,12 @@ void StateMachine::add_states()
} }
} }
void StateMachine::add_state(const String state, Node *child) void alai::StateMachine::add_state(const godot::String state, Node *child)
{ {
states[state] = child; states[state] = child;
} }
bool StateMachine::is_current(const String state) bool alai::StateMachine::is_current(const godot::String state)
{ {
if (get_current_state() == "") if (get_current_state() == "")
{ {
@ -116,19 +115,19 @@ bool StateMachine::is_current(const String state)
} }
} }
bool StateMachine::has(const String state) bool alai::StateMachine::has(const godot::String state)
{ {
return states.has(state); return states.has(state);
} }
void StateMachine::restart(const String state, const Array& args) void alai::StateMachine::restart(const godot::String state, const godot::Array& args)
{ {
this->call("_state_exit", state, args); this->call("_state_exit", state, args);
this->call("_state_enter", state, args); this->call("_state_enter", state, args);
this->emit_signal("state_restarted", get_current_state()); this->emit_signal("state_restarted", get_current_state());
} }
void StateMachine::change(const String state, const Array &args) void alai::StateMachine::change(const godot::String state, const godot::Array &args)
{ {
if (is_current(state)) if (is_current(state))
{ {
@ -143,7 +142,7 @@ void StateMachine::change(const String state, const Array &args)
auto previous_state = get_current_state(); auto previous_state = get_current_state();
Variant exiting; godot::Variant exiting;
Node *state_node = Object::cast_to<Node>(this->states[previous_state]); Node *state_node = Object::cast_to<Node>(this->states[previous_state]);
if (state_node) if (state_node)
{ {
@ -171,7 +170,7 @@ void StateMachine::change(const String state, const Array &args)
this->emit_signal("state_exited", get_current_state()); this->emit_signal("state_exited", get_current_state());
if (debug) if (debug)
{ {
Godot::print(get_current_state() + " exited!"); godot::Godot::print(get_current_state() + " exited!");
} }
} }
@ -199,11 +198,11 @@ void StateMachine::change(const String state, const Array &args)
this->emit_signal("state_entered", get_current_state()); this->emit_signal("state_entered", get_current_state());
if (debug) if (debug)
{ {
Godot::print(get_current_state() + " entered!"); godot::Godot::print(get_current_state() + " entered!");
} }
} }
Variant StateMachine::call(const String method, const Array &args) godot::Variant alai::StateMachine::call(const godot::String method, const godot::Array &args)
{ {
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*()); auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*());
if (node) if (node)
@ -215,57 +214,57 @@ Variant StateMachine::call(const String method, const Array &args)
else else
{ {
WARN_PRINT("The state " + get_current_state() + " doesn't contain the method " + method + "!"); WARN_PRINT("The state " + get_current_state() + " doesn't contain the method " + method + "!");
return Variant(); return godot::Variant();
} }
} }
else else
{ {
ERR_PRINT("Could not get current state node for " + get_current_state() + "!"); ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
return Variant(); return godot::Variant();
} }
} }
Variant StateMachine::_call(const String method, const Array &args) godot::Variant alai::StateMachine::_call(const godot::String method, const godot::Array &args)
{ {
return this->call(method, args); return this->call(method, args);
} }
void StateMachine::set_default_state(const String default_state) void alai::StateMachine::set_default_state(const godot::String default_state)
{ {
this->default_state = default_state; this->default_state = default_state;
} }
String StateMachine::get_default_state() godot::String alai::StateMachine::get_default_state()
{ {
return this->default_state; return this->default_state;
} }
void StateMachine::set_current_state(const String current_sate) void alai::StateMachine::set_current_state(const godot::String current_sate)
{ {
this->current_state = current_sate; this->current_state = current_sate;
} }
String StateMachine::get_current_state() godot::String alai::StateMachine::get_current_state()
{ {
return this->current_state; return this->current_state;
} }
void StateMachine::set_debug(bool debug) void alai::StateMachine::set_debug(bool debug)
{ {
this->debug = debug; this->debug = debug;
} }
bool StateMachine::get_debug() bool alai::StateMachine::get_debug()
{ {
return this->debug; return this->debug;
} }
void StateMachine::_on_StateMachine_tree_entered() void alai::StateMachine::_on_StateMachine_tree_entered()
{ {
setup(); setup();
} }
void StateMachine::_on_StateMachine_tree_exiting() void alai::StateMachine::_on_StateMachine_tree_exiting()
{ {
auto keys = states.keys(); auto keys = states.keys();
for (uint8_t i = 0; i < keys.size(); i++) for (uint8_t i = 0; i < keys.size(); i++)

View File

@ -1,32 +1,32 @@
#ifndef JUEGO_STATE_MACHINE_H #ifndef ALAI_STATE_MACHINE_STATE_MACHINE_H
#define JUEGO_STATE_MACHINE_H #define ALAI_STATE_MACHINE_STATE_MACHINE_H
#include <Godot.hpp> #include <Godot.hpp>
#include <Node.hpp> #include <Node.hpp>
namespace godot namespace alai
{ {
/** /**
* @brief This class provides a finite state machine that can be used with any scene and node. * @brief This class provides a finite state machine that can be used with any scene and node.
* *
*/ */
class StateMachine : public Node class StateMachine : public godot::Node
{ {
GODOT_CLASS(StateMachine, Node) GODOT_CLASS(StateMachine, godot::Node)
private: private:
/** /**
* @brief The parent node which is one level above the state machine. * @brief The parent node which is one level above the state machine.
* *
*/ */
Node *parent; godot::Node *parent;
/** /**
* @brief The default state for the state machine to run. * @brief The default state for the state machine to run.
* *
* @details If this is not set, the state machine will try to run the first state node. * @details If this is not set, the state machine will try to run the first state node.
* If no state nodes are present, an error will be printed and the state machine will not work. * If no state nodes are present, an error will be printed and the state machine will not work.
*/ */
String default_state; godot::String default_state;
/** /**
* @brief If set to true the state machine will print a message showing when it enters or exits a state. * @brief If set to true the state machine will print a message showing when it enters or exits a state.
* *
@ -36,12 +36,12 @@ namespace godot
* @brief The current state the machine is in. * @brief The current state the machine is in.
* *
*/ */
String current_state; godot::String current_state;
/** /**
* @brief A list of the states in the state machine. * @brief A list of the states in the state machine.
* *
*/ */
Dictionary states; godot::Dictionary states;
/** /**
* @brief This adds all nodes of the states machine as states in the machine. * @brief This adds all nodes of the states machine as states in the machine.
@ -55,14 +55,14 @@ namespace godot
* @param[in] state The new state. * @param[in] state The new state.
* @param[in] child The godot node which represents the state. * @param[in] child The godot node which represents the state.
*/ */
void add_state(const String state, Node *child); void add_state(const godot::String state, godot::Node *child);
/** /**
* @brief Set the current state object. * @brief Set the current state object.
* *
* @param[in] current_state The current state that is running. * @param[in] current_state The current state that is running.
*/ */
void set_current_state(const String current_state); void set_current_state(const godot::String current_state);
public: public:
/** /**
@ -109,7 +109,7 @@ namespace godot
* @return true If the running state and given state are the same. * @return true If the running state and given state are the same.
* @return false If the running state and given state are not the same. * @return false If the running state and given state are not the same.
*/ */
bool is_current(const String state); bool is_current(const godot::String state);
/** /**
* @brief Check if the state machine has a given state. * @brief Check if the state machine has a given state.
@ -118,7 +118,7 @@ namespace godot
* @return true If the state exists. * @return true If the state exists.
* @return false If the state doesn't exist. * @return false If the state doesn't exist.
*/ */
bool has(const String state); bool has(const godot::String state);
/** /**
* @brief Restar the running state by calling its enter and exit methods. * @brief Restar the running state by calling its enter and exit methods.
@ -126,7 +126,7 @@ namespace godot
* @param[in] state The state that is being restarted. * @param[in] state The state that is being restarted.
* @param[in] args The arguments to pass to the state on exit and enter. * @param[in] args The arguments to pass to the state on exit and enter.
*/ */
void restart(const String state, const Array& args = Array()); void restart(const godot::String state, const godot::Array& args = godot::Array());
/** /**
* @brief Change to a different state. * @brief Change to a different state.
@ -136,7 +136,7 @@ namespace godot
* @param[in] state The state to change to. * @param[in] state The state to change to.
* @param[in] args The arguments to pass to the exiting state and the entering state. * @param[in] args The arguments to pass to the exiting state and the entering state.
*/ */
void change(const String state, const Array &args = Array()); void change(const godot::String state, const godot::Array &args = godot::Array());
/** /**
* @brief Call a registered godot method in the class. * @brief Call a registered godot method in the class.
@ -145,7 +145,7 @@ namespace godot
* @param[in] args The arguments to pass to the method. * @param[in] args The arguments to pass to the method.
* @return Variant Returns a Variant based off what the method returns. * @return Variant Returns a Variant based off what the method returns.
*/ */
Variant call(const String method, const Array &args = Array()); godot::Variant call(const godot::String method, const godot::Array &args = godot::Array());
/** /**
* @brief This method is to link up a signal call back. * @brief This method is to link up a signal call back.
@ -154,28 +154,28 @@ namespace godot
* @param[in] args The arguments to pass to the method. * @param[in] args The arguments to pass to the method.
* @return Variant Returns a Variant based off what the method returns. * @return Variant Returns a Variant based off what the method returns.
*/ */
Variant _call(const String method, const Array &args = Array()); godot::Variant _call(const godot::String method, const godot::Array &args = godot::Array());
/** /**
* @brief Set the default state object. * @brief Set the default state object.
* *
* @param[in] default_state The new default state. * @param[in] default_state The new default state.
*/ */
void set_default_state(const String default_state); void set_default_state(const godot::String default_state);
/** /**
* @brief Get the default state object. * @brief Get the default state object.
* *
* @return String The default state. * @return String The default state.
*/ */
String get_default_state(); godot::String get_default_state();
/** /**
* @brief Get the current state object. * @brief Get the current state object.
* *
* @return String The current running state. * @return String The current running state.
*/ */
String get_current_state(); godot::String get_current_state();
/** /**
* @brief Set the debug object. * @brief Set the debug object.
@ -210,51 +210,51 @@ namespace godot
/** /**
* @brief Restarts the running state. * @brief Restarts the running state.
* *
* @tparam Args Variable number of arguments to pass to restart. * @param Args Variable number of arguments to pass to restart.
* @param[in] state The state being restarted. * @param[in] state The state being restarted.
* @param[in] args The arguments to pass when restarting. * @param[in] args The arguments to pass when restarting.
*/ */
template <class ...Args> void restart(const String state, Args ...args) template <class ...Args> void restart(const godot::String state, Args ...args)
{ {
return restart(state, Array::make(args...)); return restart(state, godot::Array::make(args...));
} }
/** /**
* @brief Changes to a new state. * @brief Changes to a new state.
* *
* @tparam Args Variable number of arguments to pass when chaning states. * @param Args Variable number of arguments to pass when changing states.
* @param[in] state The state to change to. * @param[in] state The state to change to.
* @param[in] args The arguments to pass to the new state. * @param[in] args The arguments to pass to the new state.
*/ */
template <class ...Args> void change(const String state, Args ...args) template <class ...Args> void change(const godot::String state, Args ...args)
{ {
return change(state, Array::make(args...)); return change(state, godot::Array::make(args...));
} }
/** /**
* @brief Call a registered godot method in the class. * @brief Call a registered godot method in the class.
* *
* @tparam Args The variable arguments to pass to the method. * @param Args The variable arguments to pass to the method.
* @param[in] method The method to call. * @param[in] method The method to call.
* @param[in] args The arguments to pass to it. * @param[in] args The arguments to pass to it.
* @return Variant The Variant object returned by the method called. * @return Variant The Variant object returned by the method called.
*/ */
template <class ...Args> Variant call(const String method, Args ...args) template <class ...Args> godot::Variant call(const godot::String method, Args ...args)
{ {
return call(method, Array::make(args...)); return call(method, godot::Array::make(args...));
} }
/** /**
* @brief This is used to connect a callback from a signal. * @brief This is used to connect a callback from a signal.
* *
* @tparam Args The arguments to pass to the callback method. * @param Args The arguments to pass to the callback method.
* @param[in] method The method to call. * @param[in] method The method to call.
* @param[in] args The arguments to pass. * @param[in] args The arguments to pass.
* @return Variant The Variant object returned by the method called. * @return Variant The Variant object returned by the method called.
*/ */
template <class ...Args> Variant _call(const String method, Args ...args) template <class ...Args> godot::Variant _call(const godot::String method, Args ...args)
{ {
return _call(method, Array::make(args...)); return _call(method, godot::Array::make(args...));
} }
}; };
} }