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:
Chris Cromer 2022-09-01 16:13:55 -04:00
commit c002528d49
Signed by: cromer
GPG Key ID: FA91071797BEEEC2
31 changed files with 384 additions and 118 deletions

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@ -82,6 +82,8 @@ elif env['platform'] == "windows":
# that way you can run scons in a vs 2017 prompt and it will find all the required tools # that way you can run scons in a vs 2017 prompt and it will find all the required tools
env.Append(ENV=os.environ) env.Append(ENV=os.environ)
env.Append(CXXFLAGS=['-std=c++17'])
env.Append(LINKFLAGS=[ env.Append(LINKFLAGS=[
'--static', '--static',
'-Wl,--no-undefined', '-Wl,--no-undefined',

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@ -1,8 +1,9 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://Main.gdns" type="Script" id=1] [ext_resource path="res://Main.gdns" type="Script" id=1]
[ext_resource path="res://levels/PrototypeR.tscn" type="PackedScene" id=2] [ext_resource path="res://levels/PrototypeR.tscn" type="PackedScene" id=2]
[ext_resource path="res://GUI/GameOver.tscn" type="PackedScene" id=3] [ext_resource path="res://gui/GameOver.tscn" type="PackedScene" id=3]
[ext_resource path="res://gui/GameWon.tscn" type="PackedScene" id=4]
[node name="Main" type="Node"] [node name="Main" type="Node"]
pause_mode = 2 pause_mode = 2
@ -14,3 +15,6 @@ pause_mode = 1
[node name="GameOver" parent="." instance=ExtResource( 3 )] [node name="GameOver" parent="." instance=ExtResource( 3 )]
visible = false visible = false
[node name="GameWon" parent="." instance=ExtResource( 4 )]
visible = false

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@ -16,6 +16,7 @@ func _ready() -> void:
$AnimatedSprite.flip_h = true $AnimatedSprite.flip_h = true
$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction $FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
$FloorChecker.enabled = detect_edges $FloorChecker.enabled = detect_edges
Event.connect("level_loaded", self, "_on_level_loaded")
func _physics_process(_delta: float) -> void: func _physics_process(_delta: float) -> void:
@ -33,6 +34,13 @@ func _physics_process(_delta: float) -> void:
if collision.collider.name == "Player": if collision.collider.name == "Player":
emit_signal("player_touched") emit_signal("player_touched")
Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
func squash() -> void: func squash() -> void:
Event.emit_signal("object_removed", self.get_name())
queue_free() queue_free()
func _on_level_loaded() -> void:
Event.emit_signal("object_created", self.get_name(), "Walking", global_position, Vector2(0, 0))

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@ -22,6 +22,8 @@ func _ready() -> void:
if direction == 1: if direction == 1:
$AnimatedSprite.flip_h = true $AnimatedSprite.flip_h = true
Event.connect("level_loaded", self, "_on_level_loaded")
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if $LeftWallChecker.is_colliding(): if $LeftWallChecker.is_colliding():
@ -29,17 +31,18 @@ func _physics_process(delta: float) -> void:
elif $RightWallChecker.is_colliding(): elif $RightWallChecker.is_colliding():
wall_checker_collided($RightWallChecker) wall_checker_collided($RightWallChecker)
var velocity: Vector2 = Vector2(0, 0)
if not follow_path: if not follow_path:
var target_position = position var target_position = position
target_position.x *= 2 * direction target_position.x *= 2 * direction
position = position.move_toward(target_position, round(speed * delta)) position = position.move_toward(target_position, round(speed * delta))
var velocity = get_velocity_towards_target(delta) velocity = get_velocity_towards_target(delta)
var collision = move_and_collide(velocity, true, true, true) var collision = move_and_collide(velocity, true, true, true)
if collision and collision.collider.name != "Player": if collision and collision.collider.name != "Player":
var _collision = move_and_collide(velocity) var _collision = move_and_collide(velocity)
else: else:
var velocity = get_velocity_towards_target(delta) velocity = get_velocity_towards_target(delta)
var collision = move_and_collide(velocity, true, true, true) var collision = move_and_collide(velocity, true, true, true)
if collision and collision.collider.name != "Player": if collision and collision.collider.name != "Player":
@ -60,6 +63,8 @@ func _physics_process(delta: float) -> void:
elif start_position.x + target.x < position.x: elif start_position.x + target.x < position.x:
$AnimatedSprite.flip_h = false $AnimatedSprite.flip_h = false
Event.emit_signal("object_updated", self.get_name(), "Flying", global_position, velocity)
func get_velocity_towards_target(delta: float) -> Vector2: func get_velocity_towards_target(delta: float) -> Vector2:
var velocity = Vector2(0, 0) var velocity = Vector2(0, 0)
@ -80,3 +85,7 @@ func wall_checker_collided(wall_checker: RayCast2D) -> void:
emit_signal("player_touched") emit_signal("player_touched")
direction *= -1 direction *= -1
$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h $AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
func _on_level_loaded() -> void:
Event.emit_signal("object_created", self.get_name(), "Flying", global_position, Vector2(0, 0))

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@ -11,9 +11,14 @@ export var fall_speed = 75.0
var return_to_start: bool = false var return_to_start: bool = false
func _ready() -> void:
Event.connect("level_loaded", self, "_on_level_loaded")
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
if return_to_start: if return_to_start:
position = position.move_toward(start_position, speed * delta) position = position.move_toward(start_position, speed * delta)
Event.emit_signal("object_updated", self.get_name(), "Rising", global_position, velocity)
else: else:
var collision = move_and_collide(Vector2(0, (position.y + fall_speed) * delta)) var collision = move_and_collide(Vector2(0, (position.y + fall_speed) * delta))
if collision: if collision:
@ -21,7 +26,12 @@ func _physics_process(delta: float) -> void:
$AnimatedSprite.play("normal") $AnimatedSprite.play("normal")
if collision.collider.name == "Player": if collision.collider.name == "Player":
emit_signal("player_touched") emit_signal("player_touched")
Event.emit_signal("object_updated", self.get_name(), "Falling", global_position, velocity)
if position.y <= start_position.y: if position.y <= start_position.y:
return_to_start = false return_to_start = false
$AnimatedSprite.play("angry") $AnimatedSprite.play("angry")
func _on_level_loaded() -> void:
Event.emit_signal("object_created", self.get_name(), "Falling", global_position, Vector2(0, 0))

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@ -2,7 +2,7 @@
[ext_resource path="res://assets/fonts/ttf/PixelOperator8.ttf" type="DynamicFontData" id=1] [ext_resource path="res://assets/fonts/ttf/PixelOperator8.ttf" type="DynamicFontData" id=1]
[ext_resource path="res://assets/fonts/ttf/PixelOperatorHB8.ttf" type="DynamicFontData" id=2] [ext_resource path="res://assets/fonts/ttf/PixelOperatorHB8.ttf" type="DynamicFontData" id=2]
[ext_resource path="res://GUI/botonreiniciar.gdns" type="Script" id=3] [ext_resource path="res://gui/GameOverScreen.gdns" type="Script" id=3]
[ext_resource path="res://assets/sounds/died.wav" type="AudioStream" id=4] [ext_resource path="res://assets/sounds/died.wav" type="AudioStream" id=4]
[sub_resource type="DynamicFont" id=1] [sub_resource type="DynamicFont" id=1]

48
godot/gui/GameWon.tscn Normal file
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@ -0,0 +1,48 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://assets/fonts/ttf/PixelOperator8.ttf" type="DynamicFontData" id=1]
[ext_resource path="res://assets/fonts/ttf/PixelOperatorHB8.ttf" type="DynamicFontData" id=2]
[ext_resource path="res://gui/GameWonScreen.gdns" type="Script" id=3]
[sub_resource type="DynamicFont" id=1]
size = 50
font_data = ExtResource( 1 )
[sub_resource type="DynamicFont" id=2]
font_data = ExtResource( 2 )
[sub_resource type="StyleBoxFlat" id=3]
bg_color = Color( 0.0705882, 0.917647, 0, 1 )
[node name="GameWon" type="CanvasLayer"]
script = ExtResource( 3 )
[node name="Control" type="Control" parent="."]
margin_right = 40.0
margin_bottom = 40.0
[node name="ColorRect" type="ColorRect" parent="Control"]
margin_right = 512.0
margin_bottom = 288.0
rect_min_size = Vector2( 512, 288 )
color = Color( 0, 0, 0, 1 )
[node name="Label" type="Label" parent="Control"]
margin_left = 66.0
margin_top = 17.0
margin_right = 456.0
margin_bottom = 71.0
custom_fonts/font = SubResource( 1 )
text = "GANASTE!"
align = 1
[node name="QuitButton" type="Button" parent="Control"]
margin_left = 194.0
margin_top = 150.0
margin_right = 338.0
margin_bottom = 180.0
custom_fonts/font = SubResource( 2 )
custom_styles/hover = SubResource( 3 )
text = "SALIR"
[connection signal="pressed" from="Control/QuitButton" to="." method="_on_quit_button_pressed"]

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@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "GameWonScreen"
class_name = "GameWonScreen"
library = ExtResource( 1 )

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@ -1,10 +1,8 @@
extends Node extends Node
signal monitor_loaded()
export var monitor_enabled: bool = false export var monitor_enabled: bool = false
export var debug: bool = false
export var development_url: String = "http://localhost:4050/api/v1" export var development_url: String = "http://localhost:4050/api/v1"
var url_real: String = "https://alai.cromer.cl/api/v1" var url_real: String = "https://alai.cromer.cl/api/v1"
export var use_development_url: bool = false export var use_development_url: bool = false
@ -53,7 +51,11 @@ func _ready() -> void:
Event.connect("object_created", self, "_object_created") Event.connect("object_created", self, "_object_created")
Event.connect("object_updated", self, "_object_updated") Event.connect("object_updated", self, "_object_updated")
Event.connect("object_removed", self, "_object_removed") Event.connect("object_removed", self, "_object_removed")
Event.connect("game_started", self, "_on_game_started")
Event.connect("player_died", self, "_on_game_over")
Event.connect("player_won", self, "_on_game_won")
Event.connect("coin_collected", self, "_on_coin_update") Event.connect("coin_collected", self, "_on_coin_update")
game_version = get_parent().game_version game_version = get_parent().game_version
player["rut"] = "" player["rut"] = ""
@ -108,7 +110,7 @@ func _physics_process(_delta: float) -> void:
if monitor_enabled: if monitor_enabled:
if has_node("MonitorGUI") and not $MonitorGUI.visible: if has_node("MonitorGUI") and not $MonitorGUI.visible:
$MonitorGUI.visible = true $MonitorGUI.visible = true
emit_signal("monitor_loaded") Event.emit_signal("monitor_loaded")
if started and not get_tree().paused: if started and not get_tree().paused:
var frame = empty_frame.duplicate(true) var frame = empty_frame.duplicate(true)
@ -130,13 +132,14 @@ func _physics_process(_delta: float) -> void:
start_monitor() start_monitor()
else: else:
get_tree().paused = false get_tree().paused = false
emit_signal("monitor_loaded") Event.emit_signal("monitor_loaded")
queue_free() queue_free()
func _on_input_validated(validated_player: Dictionary) -> void: func _on_input_validated(validated_player: Dictionary) -> void:
$MonitorGUI.queue_free() $MonitorGUI.queue_free()
get_tree().paused = false get_tree().paused = false
Event.emit_signal("game_started")
player = validated_player.duplicate(true) player = validated_player.duplicate(true)
game["player"] = player game["player"] = player
@ -161,6 +164,8 @@ func start_monitor() -> void:
frames.clear() frames.clear()
game["level_id"] = 2 # PrototypeR game["level_id"] = 2 # PrototypeR
game["won"] = false game["won"] = false
coins = 0
points = 0
game["timestamp"] = int(Time.get_unix_time_from_system()) game["timestamp"] = int(Time.get_unix_time_from_system())
start_time = Time.get_ticks_msec() start_time = Time.get_ticks_msec()
started = true started = true
@ -186,6 +191,7 @@ func remove_object(name: String) -> void:
for i in range(0, objects.size()): for i in range(0, objects.size()):
if objects[i]["name"] == name: if objects[i]["name"] == name:
objects.remove(i) objects.remove(i)
return
func _on_coin_update(amount: int) -> void: func _on_coin_update(amount: int) -> void:
@ -217,7 +223,16 @@ func send_data() -> void:
print("Body B: " + String(body.length())) print("Body B: " + String(body.length()))
print("Body MB: " + String(body.length() / pow(2, 20))) print("Body MB: " + String(body.length() / pow(2, 20)))
$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body) if not debug:
$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
else:
var file = File.new()
if file.open("user://game.json", File.WRITE) != 0:
print_debug("Could not open game.json for writing!")
return
file.store_string(json)
file.close()
func compress_payload(payload: String) -> String: func compress_payload(payload: String) -> String:
@ -229,3 +244,21 @@ func compress_payload(payload: String) -> String:
return new_payload return new_payload
func _on_game_started() -> void:
print_debug("started game")
if not started:
start_monitor()
func _on_game_over() -> void:
if started:
stop_monitor()
game["won"] = false
send_data()
func _on_game_won() -> void:
if started:
stop_monitor()
game["won"] = true
send_data()

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

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@ -2,12 +2,15 @@
void alai::Event::_register_methods() 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_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_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>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
godot::register_signal<Event>("coin_collected", "amount", GODOT_VARIANT_TYPE_INT); godot::register_signal<Event>("coin_collected", "amount", GODOT_VARIANT_TYPE_INT);
godot::register_signal<Event>("player_died"); godot::register_signal<Event>("player_died");
godot::register_signal<Event>("player_won");
} }
alai::Event::Event() alai::Event::Event()

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@ -1,5 +1,7 @@
#include "Main.h" #include "Main.h"
#include "Event.h"
#include <SceneTree.hpp> #include <SceneTree.hpp>
void alai::Main::_register_methods() void alai::Main::_register_methods()
@ -86,24 +88,21 @@ void alai::Main::_ready()
void alai::Main::_on_monitor_loaded() void alai::Main::_on_monitor_loaded()
{ {
if (level != nullptr) load_level();
{ auto event = get_node<alai::Event>("/root/Event");
auto level_node = load_level(); event->emit_signal("level_loaded");
connect("monitor_loaded", level_node->get_child(0)->find_node("Player", true, false), "_on_monitor_loaded");
emit_signal("monitor_loaded");
}
} }
void alai::Main::load_monitor() 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"); 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");
monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
get_tree()->set_pause(true); get_tree()->set_pause(true);
} }
godot::Node *alai::Main::load_level() void alai::Main::load_level()
{ {
if (level != nullptr) if (level != nullptr)
{ {
@ -111,9 +110,7 @@ godot::Node *alai::Main::load_level()
auto loaded_level = level->instance(); auto loaded_level = level->instance();
auto level_node = get_node("Level"); auto level_node = get_node("Level");
level_node->add_child(loaded_level); level_node->add_child(loaded_level);
return level_node;
} }
return nullptr;
} }
void alai::Main::_physics_process(float delta) void alai::Main::_physics_process(float delta)

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

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

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

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

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

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@ -1,11 +1,13 @@
#include "goal/GoalReached.h" #include "goal/GoalReached.h"
#include "Event.h"
#include <Area2D.hpp> #include <Area2D.hpp>
void alai::GoalReached::_register_methods() void alai::GoalReached::_register_methods()
{ {
register_method("_state_enter", &GoalReached::_state_enter); godot::register_method("_state_enter", &GoalReached::_state_enter);
register_method("_state_exit", &GoalReached::_state_exit); godot::register_method("_state_exit", &GoalReached::_state_exit);
} }
alai::GoalReached::GoalReached() alai::GoalReached::GoalReached()
@ -22,7 +24,8 @@ void alai::GoalReached::_init()
void alai::GoalReached::_state_enter() 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() void alai::GoalReached::_state_exit()

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@ -16,6 +16,7 @@
#include "goal/GoalReached.h" #include "goal/GoalReached.h"
#include "goal/GoalNotReached.h" #include "goal/GoalNotReached.h"
#include "gui/game_over/GameOverScreen.h" #include "gui/game_over/GameOverScreen.h"
#include "gui/game_won/GameWonScreen.h"
/** /**
* @brief This function connects the gdnative init function. * @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::GoalReached>();
godot::register_class<alai::GoalNotReached>(); godot::register_class<alai::GoalNotReached>();
godot::register_class<alai::GameOverScreen>(); godot::register_class<alai::GameOverScreen>();
godot::register_class<alai::GameWonScreen>();
} }

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@ -1,22 +1,22 @@
#include "gui/game_over/GameOverScreen.h" #include "gui/game_over/GameOverScreen.h"
#include "Event.h" #include "Event.h"
#include <Node.hpp> #include <AudioStreamPlayer.hpp>
#include <PackedScene.hpp> #include <PackedScene.hpp>
#include <Ref.hpp> #include <Ref.hpp>
#include <Resource.hpp> #include <Resource.hpp>
#include <SceneTree.hpp> #include <SceneTree.hpp>
#include <Viewport.hpp> #include <Viewport.hpp>
#include <AudioStreamPlayer.hpp>
#include <VisibilityNotifier.hpp>
void alai::GameOverScreen::_register_methods() void alai::GameOverScreen::_register_methods()
{ {
register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed); godot::register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
register_method("_ready", &GameOverScreen::_ready); godot::register_method("_ready", &GameOverScreen::_ready);
register_method("connect_signal", &GameOverScreen::connect_signal); godot::register_method("restart_game", &GameOverScreen::restart_game);
register_method("_on_player_died", &GameOverScreen::_on_player_died); godot::register_method("connect_signal", &GameOverScreen::connect_signal);
register_method("_play music", &GameOverScreen::_play_music); godot::register_method("_on_player_died", &GameOverScreen::_on_player_died);
godot::register_method("_play music", &GameOverScreen::_play_music);
} }
alai::GameOverScreen::GameOverScreen() alai::GameOverScreen::GameOverScreen()
@ -32,16 +32,13 @@ void alai::GameOverScreen::_init()
_resource_loader = godot::ResourceLoader::get_singleton(); _resource_loader = godot::ResourceLoader::get_singleton();
} }
void alai::GameOverScreen::_ready() void alai::GameOverScreen::_ready()
{ {
connect_signal(); connect_signal();
} }
void alai::GameOverScreen::_on_restart_button_pressed() void alai::GameOverScreen::_on_restart_button_pressed()
{ {
/*_r*/
if (_resource_loader->exists("res://levels/PrototypeR.tscn")) if (_resource_loader->exists("res://levels/PrototypeR.tscn"))
{ {
godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("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); level_node->add_child(level);
set_visible(false); set_visible(false);
call_deferred("connect_signal"); call_deferred("restart_game");
} }
else 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() void alai::GameOverScreen::connect_signal()
{ {
auto event = get_node<alai::Event>("/root/Event"); auto event = get_node<alai::Event>("/root/Event");
@ -94,17 +98,4 @@ void alai::GameOverScreen::connect_signal()
void alai::GameOverScreen::_play_music() 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 #ifndef ALAI_GAME_OVER_GAME_OVER_SCREEN_H
#define ALAI_GAME_OVER_SCREEN_H #define ALAI_GAME_OVER_GAME_OVER_SCREEN_H
#include <CanvasLayer.hpp> #include <CanvasLayer.hpp>
#include <Godot.hpp> #include <Godot.hpp>
@ -53,6 +53,7 @@ namespace alai
void _ready(); void _ready();
void _on_player_died(); void _on_player_died();
void _on_restart_button_pressed(); void _on_restart_button_pressed();
void restart_game();
void connect_signal(); void connect_signal();
void _play_music(); 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("set_velocity", &Player::set_velocity);
godot::register_method("get_velocity", &Player::get_velocity); godot::register_method("get_velocity", &Player::get_velocity);
godot::register_method("_on_player_touched", &Player::_on_player_touched); 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, 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>("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); 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; coins = 0;
notifier_initialized = false;
velocity = godot::Vector2(); velocity = godot::Vector2();
} }
void alai::player::Player::_ready() 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"); animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
if (!animated_sprite) 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); auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr) if (state != nullptr)
{ {
@ -100,8 +105,16 @@ void alai::player::Player::_physics_process(float delta)
snap_vector = godot::Vector2::DOWN * 20.0; snap_vector = godot::Vector2::DOWN * 20.0;
} }
auto is_on_platform = false;
auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector"); 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_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);
@ -130,8 +143,15 @@ void alai::player::Player::_physics_process(float delta)
WARN_PRINT("Enemies not found!"); WARN_PRINT("Enemies not found!");
dup->queue_free(); dup->queue_free();
}*/ }*/
auto jump_sound = get_parent()->get_node<godot::AudioStreamPlayer>("Sounds/Jump"); auto jump_sound = get_node<godot::AudioStreamPlayer>("Sounds/Jump");
jump_sound->play(); if (jump_sound != nullptr)
{
jump_sound->play();
}
else
{
WARN_PRINT("Player jump sound not found!");
}
velocity.y = -get_bounce_force(); 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)) 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 // Clamp the player's position inside the camera's limits
auto camera = get_node<godot::Camera2D>("Camera2D"); auto camera = get_node<godot::Camera2D>("Camera2D");
auto position = get_global_position(); if (camera != nullptr)
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); auto position = get_global_position();
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 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 { 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)); WARN_PRINT("Camera node not found!");
position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
} }
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<godot::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_inside_tree() && !notifier->is_on_screen())
{ {
auto event = get_node<alai::Event>("/root/Event"); // The first time the notifier is checked always returns false in the first frame
event->emit_signal("player_died"); // So skip the check from the first frame
/*if (get_parent()->get_class() == "TileMap") if (notifier_initialized) {
{ auto event = get_node<alai::Event>("/root/Event");
auto error = get_tree()->change_scene("res://Main.tscn"); event->emit_signal("player_died");
if (error != godot::Error::OK) }
{ else {
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!"); notifier_initialized = true;
} }
}*/
} }
} }
else
{
WARN_PRINT("Visibility notifier not found!");
}
auto state = get_node("StateMachine")->get_child(0); auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr) if (state != nullptr)
@ -273,9 +303,6 @@ godot::Vector2 alai::player::Player::get_velocity()
void alai::player::Player::_on_player_touched() void alai::player::Player::_on_player_touched()
{ {
auto error = get_tree()->change_scene("res://Main.tscn"); auto event = get_node<alai::Event>("/root/Event");
if (error != godot::Error::OK) event->emit_signal("player_died");
{
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
}
} }

View File

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

View File

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

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

View File

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

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

View File

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