Finished coin counter
This commit is contained in:
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b25e1f040c
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@ -1,35 +0,0 @@
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[gd_scene load_steps=6 format=2]
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[ext_resource path="res://assets/coin.png" type="Texture" id=1]
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[sub_resource type="CircleShape2D" id=1]
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radius = 6.0
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[sub_resource type="AtlasTexture" id=2]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 0, 18, 18 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = ExtResource( 1 )
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region = Rect2( 18, 0, 18, 18 )
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[sub_resource type="SpriteFrames" id=4]
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animations = [ {
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"frames": [ SubResource( 2 ), SubResource( 3 ) ],
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"loop": true,
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"name": "spin",
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"speed": 5.0
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} ]
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[node name="coin" type="Area2D"]
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collision_layer = 4
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 9, 9 )
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shape = SubResource( 1 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 4 )
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animation = "spin"
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playing = true
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centered = false
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8
godot/hud/coin/Counter.gdns
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8
godot/hud/coin/Counter.gdns
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@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "CoinCounter"
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class_name = "CoinCounter"
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library = ExtResource( 1 )
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@ -1,4 +1,4 @@
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[gd_scene load_steps=8 format=2]
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[gd_scene load_steps=12 format=2]
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[ext_resource path="res://CameraLimit.gdns" type="Script" id=1]
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[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2]
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@ -6,10 +6,27 @@
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[ext_resource path="res://assets/backgrounds/mountains.png" type="Texture" id=4]
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[ext_resource path="res://collectables/coin/Coin.tscn" type="PackedScene" id=5]
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[ext_resource path="res://assets/coin.png" type="Texture" id=6]
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[ext_resource path="res://hud/coin/Counter.gdns" type="Script" id=7]
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[sub_resource type="StyleBoxFlat" id=1]
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bg_color = Color( 0, 0, 0, 0.541176 )
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[sub_resource type="AtlasTexture" id=2]
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atlas = ExtResource( 6 )
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region = Rect2( 0, 0, 18, 18 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = ExtResource( 6 )
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region = Rect2( 18, 0, 18, 18 )
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[sub_resource type="SpriteFrames" id=4]
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animations = [ {
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"frames": [ SubResource( 2 ), SubResource( 3 ) ],
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"loop": true,
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"name": "spin",
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"speed": 5.0
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} ]
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[node name="Prototype" type="Node2D"]
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[node name="Player" parent="." instance=ExtResource( 2 )]
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@ -46,12 +63,6 @@ centered = false
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[node name="Prototype" parent="Map" instance=ExtResource( 3 )]
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script = ExtResource( 1 )
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[node name="coin" parent="." instance=ExtResource( 5 )]
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position = Vector2( 72, 450 )
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[node name="coin2" parent="." instance=ExtResource( 5 )]
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position = Vector2( 234, 450 )
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[node name="CoinHUD" type="CanvasLayer" parent="."]
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[node name="Panel" type="Panel" parent="CoinHUD"]
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@ -61,25 +72,35 @@ margin_right = 288.0
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margin_bottom = 54.0
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custom_styles/panel = SubResource( 1 )
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[node name="TextureRect" type="TextureRect" parent="CoinHUD"]
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margin_left = 144.0
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margin_top = 18.0
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margin_right = 184.0
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margin_bottom = 58.0
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texture = ExtResource( 6 )
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[node name="Label" type="Label" parent="CoinHUD"]
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margin_left = 198.0
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margin_left = 180.0
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margin_top = 18.0
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margin_right = 238.0
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margin_right = 220.0
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margin_bottom = 36.0
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text = "X"
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[node name="Coins" type="Label" parent="CoinHUD"]
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margin_left = 216.0
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margin_left = 198.0
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margin_top = 18.0
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margin_right = 256.0
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margin_right = 238.0
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margin_bottom = 32.0
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text = "##"
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script = ExtResource( 7 )
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[connection signal="ready" from="CoinHUD" to="Player" method="_on_CoinHUD_ready"]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="CoinHUD"]
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position = Vector2( 162, 18 )
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frames = SubResource( 4 )
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animation = "spin"
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frame = 1
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playing = true
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centered = false
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[node name="Coins" type="Node" parent="."]
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[node name="coin" parent="Coins" instance=ExtResource( 5 )]
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position = Vector2( 72, 450 )
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[node name="coin2" parent="Coins" instance=ExtResource( 5 )]
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position = Vector2( 234, 450 )
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[editable path="Coins/coin"]
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@ -2,13 +2,13 @@
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#include <AnimationPlayer.hpp>
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using namespace godot;
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int coin = 0;
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void CoinCollected::_register_methods()
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{
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register_method("_state_enter", &CoinCollected::_state_enter);
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register_method("_state_exit", &CoinCollected::_state_exit);
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register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
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register_signal<CoinCollected>("coin_collected", "amount", GODOT_VARIANT_TYPE_INT);
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}
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CoinCollected::CoinCollected()
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@ -26,7 +26,6 @@ void CoinCollected::_init()
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void CoinCollected::_state_enter()
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{
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coin = coin + 1;
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auto node = get_parent()->find_node("AnimationPlayer");
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if (node != nullptr)
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@ -44,8 +43,10 @@ void CoinCollected::_state_exit()
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void CoinCollected::_on_animation_finished(String anim_name)
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{
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emit_signal("coin_collected", 1);
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this->get_parent()->queue_free();
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// get_state_machine()->change("CoinCounter");
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}
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@ -1,14 +1,12 @@
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#include "coin/CoinCounter.h"
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#include <Control.hpp>
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#include <String.hpp>
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#include "coin/CoinCollected.h"
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using namespace godot;
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void CoinCounter::_register_methods()
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{
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register_method("_state_enter", &CoinCounter::_state_enter);
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register_method("_state_exit", &CoinCounter::_state_exit);
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register_method("_on_body_entered", &CoinCounter::_on_CoinHUD_ready);
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register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
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register_method("_ready", &CoinCounter::_ready);
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}
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CoinCounter::CoinCounter()
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@ -24,20 +22,26 @@ void CoinCounter::_init()
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}
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void CoinCounter::_state_enter()
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{
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}
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void CoinCounter::_state_exit()
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{
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}
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void CoinCounter::_on_CoinHUD_ready()
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{
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get_node("Coins").text() = "hola";
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}
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void CoinCounter::_on_coin_collected(int amount)
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{
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coins = coins + amount;
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set_text(String::num(coins));
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}
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void CoinCounter::_ready()
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{
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set_text("0");
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auto coins_node = get_node("../../Coins");
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auto children_count = coins_node->get_child_count();
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for(int64_t i = 0; i < children_count;i++)
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{
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auto child = coins_node->get_child(i);
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child->get_node("StateMachine/CoinCollected")->connect("coin_collected",this,"_on_coin_collected");
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}
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}
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@ -1,28 +1,24 @@
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#ifndef ALAI_COIN_COUNTER
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#define ALAI_COIN_COUNTER
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#include "state_machine/State.h"
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#include <Godot.hpp>
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#include <Node.hpp>
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#include <AnimatedSprite.hpp>
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#include <Label.hpp>
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namespace godot
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{
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/**
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* @brief This class controls what happens when the Coin is in the collected state.
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* @brief This class controls what happens when the Coin is in the collected .
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*
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*/
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class CoinCounter : public State
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class CoinCounter : public Label
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{
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GODOT_CLASS(CoinCounter, State)
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GODOT_CLASS(CoinCounter, Label)
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private:
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/**
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* @brief The animated sprite of the Coin.
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*
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*/
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AnimatedSprite *animated_sprite;
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int coins = 0;
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public:
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/**
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@ -52,23 +48,13 @@ namespace godot
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void _init();
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/**
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* @brief Called when the collected state of the coin is entered.
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*
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*/
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void _state_enter();
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/**
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* @brief Called when the collected state of the coin is exited.
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*
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*/
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void _state_exit();
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/**
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* @brief Called when the animation of the collected coin has finished.
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* @brief Called when the collected of the coin is entered.
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*
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*/
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void _on_CoinHUD_ready();
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void _on_coin_collected(int amount);
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void _ready();
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};
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#include "player/states/PlayerFall.h"
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#include "coin/CoinNotCollected.h"
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#include "coin/CoinCollected.h"
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#include "coin/CoinCounter.h"
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using namespace godot;
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@ -53,4 +54,5 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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register_class<player::PlayerFall>();
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register_class<CoinNotCollected>();
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register_class<CoinCollected>();
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register_class<CoinCounter>();
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}
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