Merge branch 'develop' into feature/Coin

# Conflicts:
#	godot/Main.tscn
#	godot/project.godot
This commit is contained in:
2022-08-26 13:54:25 -04:00
33 changed files with 979 additions and 28 deletions

View File

@@ -9,11 +9,13 @@ void Main::_register_methods()
{
register_method("_ready", &Main::_ready);
register_method("_physics_process", &Main::_physics_process);
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()));
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"));
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
register_signal<Main>("monitor_loaded");
}
Main::Main()
@@ -28,6 +30,8 @@ void Main::_init()
{
_os = OS::get_singleton();
_input = Input::get_singleton();
_project_settings = ProjectSettings::get_singleton();
_resource_loader = ResourceLoader::get_singleton();
game_version = String(main::game_version.c_str());
full_screen = main::full_screen;
@@ -37,7 +41,24 @@ void Main::_init()
void Main::_ready()
{
get_tree()->set_pause(true);
auto success = _project_settings->load_resource_pack("monitor.pck");
if (success)
{
// Load monitor from pck
Godot::print("Monitor pck found, loading...");
load_monitor();
}
else if (_resource_loader->exists("res://monitor/Monitor.tscn"))
{
// Load monitor from alai's pck
load_monitor();
}
else
{
// There is no monitor included
_on_monitor_loaded();
}
if (get_full_screen())
{
_os->set_window_fullscreen(true);
@@ -50,10 +71,52 @@ void Main::_ready()
);
}
if (level != NULL)
success = _project_settings->load_resource_pack("crt.pck");
if (success)
{
add_child(level->instance());
// Load crt from pck
Godot::print("CRT pck found, loading...");
Ref<PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn");
add_child(crt_scene->instance());
}
else if (_resource_loader->exists("res://shaders/crt/crt.tscn"))
{
// Load crt from alai's pck
Ref<PackedScene> crt_scene = _resource_loader->load("res://shaders/crt/crt.tscn");
add_child(crt_scene->instance());
}
}
void Main::_on_monitor_loaded()
{
if (level != nullptr)
{
auto level_node = load_level();
connect("monitor_loaded", level_node->get_child(0)->find_node("Player", true, false), "_on_monitor_loaded");
emit_signal("monitor_loaded");
}
}
void Main::load_monitor()
{
Ref<PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
add_child(monitor_scene->instance());
auto monitor = get_node("Monitor");
monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
get_tree()->set_pause(true);
}
Node *Main::load_level()
{
if (level != nullptr)
{
auto path = level->get_path();
auto loaded_level = level->instance();
auto level_node = get_node("Level");
level_node->add_child(loaded_level);
return level_node;
}
return nullptr;
}
void Main::_physics_process(float delta)

View File

@@ -8,6 +8,8 @@
#include <Input.hpp>
#include <PackedScene.hpp>
#include <Ref.hpp>
#include <ProjectSettings.hpp>
#include <ResourceLoader.hpp>
/**
* @brief This is the godot namespace for all the code included in the library.
@@ -64,6 +66,16 @@ namespace godot
*
*/
Input *_input;
/**
* @brief ProjectSettings singleton.
*
*/
ProjectSettings *_project_settings;
/**
* @brief ResourceLoader singleton.
*
*/
ResourceLoader *_resource_loader;
/**
* @brief The first level to load
@@ -204,6 +216,11 @@ namespace godot
* @return int8_t The launch screen.
*/
int8_t get_launch_screen();
void _on_monitor_loaded();
void load_monitor();
Node *load_level();
};
}
}

View File

@@ -6,6 +6,8 @@
#include <SceneTree.hpp>
#include <Texture.hpp>
#include <Viewport.hpp>
#include <RayCast2D.hpp>
#include <KinematicCollision2D.hpp>
using namespace godot;
using namespace player;
@@ -16,9 +18,12 @@ void Player::_register_methods()
register_method("_physics_process", &Player::_physics_process);
register_method("set_velocity", &Player::set_velocity);
register_method("get_velocity", &Player::get_velocity);
register_method("_on_player_touched", &Player::_on_player_touched);
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"));
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);
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);
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);
@@ -42,6 +47,7 @@ void Player::_init()
//sprite_frames = _resource_loader->load(player::sprite_frames);
set_speed(player::speed);
set_jump_force(player::jump_force);
set_bounce_force(player::bounce_force);
set_gravity(player::gravity);
set_run_speed(player::run_speed);
set_double_jump(player::double_jump);
@@ -72,8 +78,10 @@ void Player::_ready()
{
WARN_PRINT("Middleground not found!");
}
}
auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor");
void Player::_on_monitor_loaded() {
auto object_node = get_tree()->get_root()->find_node("Monitor", true, false);
if (object_node != nullptr)
{
auto state = get_node("StateMachine")->get_child(0);
@@ -89,19 +97,66 @@ void Player::_ready()
WARN_PRINT("State not found!");
}
}
#ifndef NDEBUG
else
{
WARN_PRINT("Data not found!");
WARN_PRINT("Monitor not found!");
}
#endif
}
void Player::_physics_process(float delta)
{
velocity.y += get_gravity();
velocity = move_and_slide(velocity, Vector2::UP, true);
auto snap_vector = Vector2::ZERO;
if (!is_on_floor())
{
snap_vector = Vector2::DOWN * 20.0;
}
auto platform_detector = get_node<RayCast2D>("PlatformDetector");
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(velocity, Vector2::UP, !is_on_platform);
velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
auto count = get_slide_count();
for (int64_t i = 0; i < count; i++)
{
auto collision = get_slide_collision(i);
auto collision_object = collision->get_collider();
auto collider = Object::cast_to<Node>(collision_object);
if (collider->is_in_group("squashable") && Vector2::UP.dot(collision->get_normal()) > 0.1)
{
collider->call_deferred("squash");
/*auto dup_node = collider->duplicate();
auto dup = Object::cast_to<KinematicBody2D>(dup_node);
auto dup_pos = dup->get_position();
dup_pos.x += 24;
dup->set_position(dup_pos);
auto enemies = get_tree()->get_root()->get_node("Main")->find_node("Enemies", true, false);
if (enemies != nullptr) {
enemies->add_child(dup);
}
else
{
WARN_PRINT("Enemies not found!");
dup->queue_free();
}*/
velocity.y = -get_bounce_force();
}
else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && Vector2::DOWN.dot(collision->get_normal()) > 0))
{
_on_player_touched();
}
else if (collider->is_in_group("enemy") && !collider->is_in_group("rideable"))
{
_on_player_touched();
}
}
// Clamp the player's position inside the camera's limits
auto camera = get_node<Camera2D>("Camera2D");
auto position = get_global_position();
@@ -176,6 +231,16 @@ float Player::get_jump_force()
return this->jump_force;
}
void Player::set_bounce_force(float bounce_force)
{
this->bounce_force = bounce_force;
}
float Player::get_bounce_force()
{
return this->bounce_force;
}
void Player::set_gravity(float gravity)
{
this->gravity = gravity;
@@ -215,3 +280,12 @@ Vector2 Player::get_velocity()
{
return this->velocity;
}
void Player::_on_player_touched()
{
auto error = get_tree()->change_scene("res://Main.tscn");
if (error != Error::OK)
{
ERR_PRINT(String().num((int) error) + " Could not load scene!");
}
}

View File

@@ -31,6 +31,11 @@ namespace godot
*
*/
const float jump_force = 300.0;
/**
* @brief The default bounce force applied when bouncing on something.
*
*/
const float bounce_force = 200.0;
/**
* @brief The default gravity applied to the player.
*
@@ -93,6 +98,11 @@ namespace godot
*
*/
float jump_force;
/**
* @brief The force applied to the player when bouncing off something.
*
*/
float bounce_force;
/**
* @brief The gravity applied to the player.
*
@@ -194,6 +204,20 @@ namespace godot
*/
float get_jump_force();
/**
* @brief Set the bounce force object.
*
* @param[in] bounce_force The new force applied to the player to make him bounce.
*/
void set_bounce_force(float bounce_force);
/**
* @brief Get the bounce force object.
*
* @return float The current force being applied to the player.
*/
float get_bounce_force();
/**
* @brief Set the gravity object.
*
@@ -250,6 +274,14 @@ namespace godot
* @return Vector2 Returns the velocity of the player.
*/
Vector2 get_velocity();
/**
* @brief This function is called when an enemy touches the player.
*
*/
void _on_player_touched();
void _on_monitor_loaded();
};
}
}