Merge branch 'develop' into feature/Prototype_R_LEVEL

# Conflicts:
#	godot/Main.tscn
#	godot/gui/GameOver.tscn
#	src/gui/game_over/GameOverScreen.cpp
This commit is contained in:
2022-09-01 16:13:55 -04:00
31 changed files with 384 additions and 118 deletions

View File

@@ -7,7 +7,7 @@
void alai::CameraLimit::_register_methods()
{
register_method("_ready", &CameraLimit::_ready);
godot::register_method("_ready", &CameraLimit::_ready);
}
alai::CameraLimit::CameraLimit()

View File

@@ -2,12 +2,15 @@
void alai::Event::_register_methods()
{
godot::register_signal<Event>("game_started");
godot::register_signal<Event>("monitor_loaded");
godot::register_signal<Event>("level_loaded");
godot::register_signal<Event>("object_created", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
godot::register_signal<Event>("object_updated", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
godot::register_signal<Event>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
godot::register_signal<Event>("coin_collected", "amount", GODOT_VARIANT_TYPE_INT);
godot::register_signal<Event>("player_died");
godot::register_signal<Event>("player_won");
}
alai::Event::Event()

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@@ -1,5 +1,7 @@
#include "Main.h"
#include "Event.h"
#include <SceneTree.hpp>
void alai::Main::_register_methods()
@@ -86,24 +88,21 @@ void alai::Main::_ready()
void alai::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");
}
load_level();
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("level_loaded");
}
void alai::Main::load_monitor()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("monitor_loaded", this, "_on_monitor_loaded");
godot::Ref<godot::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);
}
godot::Node *alai::Main::load_level()
void alai::Main::load_level()
{
if (level != nullptr)
{
@@ -111,9 +110,7 @@ godot::Node *alai::Main::load_level()
auto loaded_level = level->instance();
auto level_node = get_node("Level");
level_node->add_child(loaded_level);
return level_node;
}
return nullptr;
}
void alai::Main::_physics_process(float delta)

View File

@@ -224,9 +224,8 @@ namespace alai
/**
* @brief Loads the selected level.
*
* @return Node* The level node which we will later add the monitor to.
*/
Node *load_level();
void load_level();
};
}

View File

@@ -7,9 +7,9 @@
void alai::CoinCollected::_register_methods()
{
register_method("_state_enter", &CoinCollected::_state_enter);
register_method("_state_exit", &CoinCollected::_state_exit);
register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
godot::register_method("_state_enter", &CoinCollected::_state_enter);
godot::register_method("_state_exit", &CoinCollected::_state_exit);
godot::register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
}
alai::CoinCollected::CoinCollected()
@@ -39,7 +39,6 @@ void alai::CoinCollected::_state_enter()
void alai::CoinCollected::_state_exit()
{
}
void alai::CoinCollected::_on_animation_finished(godot::String anim_name)

View File

@@ -6,8 +6,8 @@
void alai::CoinCounter::_register_methods()
{
register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
register_method("_ready", &CoinCounter::_ready);
godot::register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
godot::register_method("_ready", &CoinCounter::_ready);
}
alai::CoinCounter::CoinCounter()

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@@ -4,9 +4,9 @@
void alai::CoinNotCollected::_register_methods()
{
register_method("_state_enter", &CoinNotCollected::_state_enter);
register_method("_state_exit", &CoinNotCollected::_state_exit);
register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
godot::register_method("_state_enter", &CoinNotCollected::_state_enter);
godot::register_method("_state_exit", &CoinNotCollected::_state_exit);
godot::register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
}
alai::CoinNotCollected::CoinNotCollected()

View File

@@ -4,9 +4,9 @@
void alai::GoalNotReached::_register_methods()
{
register_method("_state_enter", &GoalNotReached::_state_enter);
register_method("_state_exit", &GoalNotReached::_state_exit);
register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
godot::register_method("_state_enter", &GoalNotReached::_state_enter);
godot::register_method("_state_exit", &GoalNotReached::_state_exit);
godot::register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
}
alai::GoalNotReached::GoalNotReached()

View File

@@ -1,11 +1,13 @@
#include "goal/GoalReached.h"
#include "Event.h"
#include <Area2D.hpp>
void alai::GoalReached::_register_methods()
{
register_method("_state_enter", &GoalReached::_state_enter);
register_method("_state_exit", &GoalReached::_state_exit);
godot::register_method("_state_enter", &GoalReached::_state_enter);
godot::register_method("_state_exit", &GoalReached::_state_exit);
}
alai::GoalReached::GoalReached()
@@ -22,7 +24,8 @@ void alai::GoalReached::_init()
void alai::GoalReached::_state_enter()
{
godot::Godot::print("Flag touched");
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_won");
}
void alai::GoalReached::_state_exit()

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@@ -16,6 +16,7 @@
#include "goal/GoalReached.h"
#include "goal/GoalNotReached.h"
#include "gui/game_over/GameOverScreen.h"
#include "gui/game_won/GameWonScreen.h"
/**
* @brief This function connects the gdnative init function.
@@ -62,4 +63,5 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
godot::register_class<alai::GoalReached>();
godot::register_class<alai::GoalNotReached>();
godot::register_class<alai::GameOverScreen>();
godot::register_class<alai::GameWonScreen>();
}

View File

@@ -1,22 +1,22 @@
#include "gui/game_over/GameOverScreen.h"
#include "Event.h"
#include <Node.hpp>
#include <AudioStreamPlayer.hpp>
#include <PackedScene.hpp>
#include <Ref.hpp>
#include <Resource.hpp>
#include <SceneTree.hpp>
#include <Viewport.hpp>
#include <AudioStreamPlayer.hpp>
#include <VisibilityNotifier.hpp>
void alai::GameOverScreen::_register_methods()
{
register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
register_method("_ready", &GameOverScreen::_ready);
register_method("connect_signal", &GameOverScreen::connect_signal);
register_method("_on_player_died", &GameOverScreen::_on_player_died);
register_method("_play music", &GameOverScreen::_play_music);
{
godot::register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
godot::register_method("_ready", &GameOverScreen::_ready);
godot::register_method("restart_game", &GameOverScreen::restart_game);
godot::register_method("connect_signal", &GameOverScreen::connect_signal);
godot::register_method("_on_player_died", &GameOverScreen::_on_player_died);
godot::register_method("_play music", &GameOverScreen::_play_music);
}
alai::GameOverScreen::GameOverScreen()
@@ -32,16 +32,13 @@ void alai::GameOverScreen::_init()
_resource_loader = godot::ResourceLoader::get_singleton();
}
void alai::GameOverScreen::_ready()
{
connect_signal();
}
void alai::GameOverScreen::_on_restart_button_pressed()
{
/*_r*/
if (_resource_loader->exists("res://levels/PrototypeR.tscn"))
{
godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/PrototypeR.tscn");
@@ -52,7 +49,7 @@ void alai::GameOverScreen::_on_restart_button_pressed()
{
level_node->add_child(level);
set_visible(false);
call_deferred("connect_signal");
call_deferred("restart_game");
}
else
{
@@ -86,6 +83,13 @@ void alai::GameOverScreen::_on_player_died()
}
}
void alai::GameOverScreen::restart_game()
{
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("game_started");
connect_signal();
}
void alai::GameOverScreen::connect_signal()
{
auto event = get_node<alai::Event>("/root/Event");
@@ -94,17 +98,4 @@ void alai::GameOverScreen::connect_signal()
void alai::GameOverScreen::_play_music()
{
if (this->is_on_screen() == true)
{
auto game_over_sound = get_node<godot::AudioStreamPlayer>("GameOverMusic");
game_over_sound->play();
}
else
{
auto game_over_sound = get_node<godot::AudioStreamPlayer>("GameOverMusic");
game_over_sound->stop();
}
}

View File

@@ -1,5 +1,5 @@
#ifndef ALAI_GAME_OVER_SCREEN_H
#define ALAI_GAME_OVER_SCREEN_H
#ifndef ALAI_GAME_OVER_GAME_OVER_SCREEN_H
#define ALAI_GAME_OVER_GAME_OVER_SCREEN_H
#include <CanvasLayer.hpp>
#include <Godot.hpp>
@@ -53,6 +53,7 @@ namespace alai
void _ready();
void _on_player_died();
void _on_restart_button_pressed();
void restart_game();
void connect_signal();
void _play_music();
};

View File

@@ -0,0 +1,66 @@
#include "gui/game_won/GameWonScreen.h"
#include "Event.h"
#include <SceneTree.hpp>
#include <Viewport.hpp>
void alai::GameWonScreen::_register_methods()
{
godot::register_method("_ready", &GameWonScreen::_ready);
godot::register_method("connect_signal", &GameWonScreen::connect_signal);
godot::register_method("_on_player_won", &GameWonScreen::_on_player_won);
godot::register_method("_on_quit_button_pressed", &GameWonScreen::_on_quit_button_pressed);
}
alai::GameWonScreen::GameWonScreen()
{
}
alai::GameWonScreen::~GameWonScreen()
{
}
void alai::GameWonScreen::_init()
{
}
void alai::GameWonScreen::_ready()
{
connect_signal();
}
void alai::GameWonScreen::_on_quit_button_pressed()
{
get_tree()->quit();
}
void alai::GameWonScreen::_on_player_won()
{
auto event = get_node<alai::Event>("/root/Event");
event->disconnect("player_won", this, "_on_player_won");
set_visible(true);
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr)
{
auto child = level_node->get_child(0);
if (child != nullptr)
{
child->queue_free();
}
else
{
WARN_PRINT("Child not found!");
}
}
else
{
WARN_PRINT("Node level not found!");
}
}
void alai::GameWonScreen::connect_signal()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("player_won", this, "_on_player_won");
}

View File

@@ -0,0 +1,51 @@
#ifndef ALAI_GAME_WON_GAME_WON_SCREEN_H
#define ALAI_GAME_WON_GAME_WON_SCREEN_H
#include <CanvasLayer.hpp>
#include <Godot.hpp>
namespace alai
{
/**
* @brief This class controls what happens when the game is won.
*
*/
class GameWonScreen : public godot::CanvasLayer
{
GODOT_CLASS(GameWonScreen, godot::CanvasLayer)
public:
/**
* @brief This method registers classes with Godot.
*
* @details This method registers methods, properties, and signals with the Godot engine.
*/
static void _register_methods();
/**
* @brief Construct a new GameWonScreen object.
*
*/
GameWonScreen();
/**
* @brief Destroy the GameWonScreen object.
*
*/
~GameWonScreen();
/**
* @brief Initialize the class from Godot.
*
* @details This method is called just once when the Godot engine connects to the instance of the class.
*/
void _init();
void _ready();
void _on_player_won();
void _on_quit_button_pressed();
void connect_signal();
};
}
#endif

View File

@@ -19,7 +19,7 @@ void alai::player::Player::_register_methods()
godot::register_method("set_velocity", &Player::set_velocity);
godot::register_method("get_velocity", &Player::get_velocity);
godot::register_method("_on_player_touched", &Player::_on_player_touched);
godot::register_method("_on_monitor_loaded", &Player::_on_monitor_loaded);
godot::register_method("_on_level_loaded", &Player::_on_level_loaded);
//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"));
godot::register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
godot::register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
@@ -51,11 +51,16 @@ void alai::player::Player::_init()
coins = 0;
notifier_initialized = false;
velocity = godot::Vector2();
}
void alai::player::Player::_ready()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("level_loaded", this, "_on_level_loaded");
animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (!animated_sprite)
{
@@ -77,7 +82,7 @@ void alai::player::Player::_ready()
}
}
void alai::player::Player::_on_monitor_loaded() {
void alai::player::Player::_on_level_loaded() {
auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr)
{
@@ -100,8 +105,16 @@ void alai::player::Player::_physics_process(float delta)
snap_vector = godot::Vector2::DOWN * 20.0;
}
auto is_on_platform = false;
auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector");
auto is_on_platform = platform_detector->is_colliding();
if (platform_detector != nullptr)
{
is_on_platform = platform_detector->is_colliding();
}
else
{
WARN_PRINT("PlatformDetector not found!");
}
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);
@@ -130,8 +143,15 @@ void alai::player::Player::_physics_process(float delta)
WARN_PRINT("Enemies not found!");
dup->queue_free();
}*/
auto jump_sound = get_parent()->get_node<godot::AudioStreamPlayer>("Sounds/Jump");
jump_sound->play();
auto jump_sound = get_node<godot::AudioStreamPlayer>("Sounds/Jump");
if (jump_sound != nullptr)
{
jump_sound->play();
}
else
{
WARN_PRINT("Player jump sound not found!");
}
velocity.y = -get_bounce_force();
}
else if (collider->is_in_group("enemy") && (collider->is_in_group("rideable") && godot::Vector2::DOWN.dot(collision->get_normal()) > 0))
@@ -146,38 +166,48 @@ void alai::player::Player::_physics_process(float delta)
// Clamp the player's position inside the camera's limits
auto camera = get_node<godot::Camera2D>("Camera2D");
auto position = get_global_position();
auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (sprite_node != nullptr)
if (camera != nullptr)
{
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 = 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);
auto position = get_global_position();
auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (sprite_node != nullptr)
{
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 = 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 {
WARN_PRINT("Could not clamp player based on sprite frame size!");
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
}
set_global_position(position);
}
else {
WARN_PRINT("Could not clamp player based on sprite frame size!");
position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
else
{
WARN_PRINT("Camera node not found!");
}
set_global_position(position);
// If the player is off screen reload the scene
auto notifier = get_node<godot::VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
if (notifier != nullptr)
{
if (!notifier->is_on_screen())
if (notifier->is_inside_tree() && !notifier->is_on_screen())
{
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
/*if (get_parent()->get_class() == "TileMap")
{
auto error = get_tree()->change_scene("res://Main.tscn");
if (error != godot::Error::OK)
{
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
}
}*/
// The first time the notifier is checked always returns false in the first frame
// So skip the check from the first frame
if (notifier_initialized) {
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
}
else {
notifier_initialized = true;
}
}
}
else
{
WARN_PRINT("Visibility notifier not found!");
}
auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr)
@@ -273,9 +303,6 @@ godot::Vector2 alai::player::Player::get_velocity()
void alai::player::Player::_on_player_touched()
{
auto error = get_tree()->change_scene("res://Main.tscn");
if (error != godot::Error::OK)
{
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
}
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
}

View File

@@ -117,6 +117,11 @@ namespace alai
*
*/
bool double_jump;
/**
* @brief If the notifier for the player being on screen has been initialized or not.
*
*/
bool notifier_initialized;
public:
/**
@@ -284,7 +289,7 @@ namespace alai
* @brief Called when the monitor is loaded to connect the player to it for tracking.
*
*/
void _on_monitor_loaded();
void _on_level_loaded();
};
}
}

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@@ -4,9 +4,9 @@
void alai::player::PlayerFall::_register_methods()
{
register_method("_state_enter", &PlayerFall::_state_enter);
register_method("_state_exit", &PlayerFall::_state_exit);
register_method("_physics_process", &PlayerFall::_physics_process);
godot::register_method("_state_enter", &PlayerFall::_state_enter);
godot::register_method("_state_exit", &PlayerFall::_state_exit);
godot::register_method("_physics_process", &PlayerFall::_physics_process);
}
alai::player::PlayerFall::PlayerFall()

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@@ -4,9 +4,9 @@
void alai::player::PlayerIdle::_register_methods()
{
register_method("_state_enter", &PlayerIdle::_state_enter);
register_method("_state_exit", &PlayerIdle::_state_exit);
register_method("_physics_process", &PlayerIdle::_physics_process);
godot::register_method("_state_enter", &PlayerIdle::_state_enter);
godot::register_method("_state_exit", &PlayerIdle::_state_exit);
godot::register_method("_physics_process", &PlayerIdle::_physics_process);
}
alai::player::PlayerIdle::PlayerIdle()

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@@ -6,9 +6,9 @@
void alai::player::PlayerJump::_register_methods()
{
register_method("_state_enter", &PlayerJump::_state_enter);
register_method("_state_exit", &PlayerJump::_state_exit);
register_method("_physics_process", &PlayerJump::_physics_process);
godot::register_method("_state_enter", &PlayerJump::_state_enter);
godot::register_method("_state_exit", &PlayerJump::_state_exit);
godot::register_method("_physics_process", &PlayerJump::_physics_process);
}
alai::player::PlayerJump::PlayerJump()

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@@ -4,9 +4,9 @@
void alai::player::PlayerMove::_register_methods()
{
register_method("_state_enter", &PlayerMove::_state_enter);
register_method("_state_exit", &PlayerMove::_state_exit);
register_method("_physics_process", &PlayerMove::_physics_process);
godot::register_method("_state_enter", &PlayerMove::_state_enter);
godot::register_method("_state_exit", &PlayerMove::_state_exit);
godot::register_method("_physics_process", &PlayerMove::_physics_process);
}
alai::player::PlayerMove::PlayerMove()

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@@ -2,11 +2,11 @@
void alai::State::_register_methods()
{
register_method("set_parent", &State::set_parent);
register_method("get_parent", &State::get_parent);
register_method("set_state_machine", &State::set_state_machine);
register_method("_state_enter", &State::_state_enter);
register_method("_state_exit", &State::_state_exit);
godot::register_method("set_parent", &State::set_parent);
godot::register_method("get_parent", &State::get_parent);
godot::register_method("set_state_machine", &State::set_state_machine);
godot::register_method("_state_enter", &State::_state_enter);
godot::register_method("_state_exit", &State::_state_exit);
}
alai::State::State()