Flag successfully placed on lvl, hitbox detected and working
This commit is contained in:
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b9ff12dab3
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8
godot/levels/GoalNotReached.gdns
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8
godot/levels/GoalNotReached.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 = "GoalNotReached"
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class_name = "GoalNotReached"
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library = ExtResource( 1 )
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@ -1,4 +1,4 @@
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[gd_scene load_steps=12 format=2]
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[gd_scene load_steps=18 format=2]
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[ext_resource path="res://CameraLimit.gdns" type="Script" id=1]
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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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[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2]
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@ -7,6 +7,8 @@
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[ext_resource path="res://collectables/coin/Coin.tscn" type="PackedScene" id=5]
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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://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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[ext_resource path="res://hud/coin/Counter.gdns" type="Script" id=7]
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[ext_resource path="res://assets/flag.png" type="Texture" id=8]
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[ext_resource path="res://levels/GoalNotReached.gdns" type="Script" id=9]
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[sub_resource type="StyleBoxFlat" id=1]
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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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bg_color = Color( 0, 0, 0, 0.541176 )
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@ -27,6 +29,25 @@ animations = [ {
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"speed": 5.0
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"speed": 5.0
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} ]
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} ]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 10, 18 )
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[sub_resource type="AtlasTexture" id=6]
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atlas = ExtResource( 8 )
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region = Rect2( 0, 0, 18, 36 )
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[sub_resource type="AtlasTexture" id=7]
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atlas = ExtResource( 8 )
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region = Rect2( 18, 0, 18, 36 )
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[sub_resource type="SpriteFrames" id=8]
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animations = [ {
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"frames": [ SubResource( 6 ), SubResource( 7 ) ],
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"loop": true,
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"name": "flagmove",
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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="Prototype" type="Node2D"]
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[node name="Player" parent="." instance=ExtResource( 2 )]
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[node name="Player" parent="." instance=ExtResource( 2 )]
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@ -91,7 +112,6 @@ script = ExtResource( 7 )
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position = Vector2( 162, 18 )
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position = Vector2( 162, 18 )
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frames = SubResource( 4 )
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frames = SubResource( 4 )
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animation = "spin"
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animation = "spin"
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frame = 1
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playing = true
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playing = true
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centered = false
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centered = false
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@ -100,7 +120,32 @@ centered = false
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[node name="coin" parent="Coins" instance=ExtResource( 5 )]
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[node name="coin" parent="Coins" instance=ExtResource( 5 )]
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position = Vector2( 72, 450 )
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position = Vector2( 72, 450 )
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[node name="AnimatedSprite" parent="Coins/coin" index="1"]
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frame = 0
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[node name="coin2" parent="Coins" instance=ExtResource( 5 )]
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[node name="coin2" parent="Coins" instance=ExtResource( 5 )]
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position = Vector2( 234, 450 )
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position = Vector2( 234, 450 )
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[node name="Goal" type="Area2D" parent="."]
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position = Vector2( 324, 378 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="Goal"]
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position = Vector2( 18, 18 )
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shape = SubResource( 5 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="Goal"]
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position = Vector2( 18, 18 )
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frames = SubResource( 8 )
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animation = "flagmove"
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playing = true
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[node name="StateMachine" type="Node" parent="Goal"]
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[node name="GoalReached" type="Node" parent="Goal/StateMachine"]
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[node name="GoalNotReached" type="Node" parent="Goal/StateMachine"]
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script = ExtResource( 9 )
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[connection signal="body_entered" from="Goal" to="Goal/StateMachine/GoalNotReached" method="_on_Goal_body_entered"]
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[editable path="Coins/coin"]
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[editable path="Coins/coin"]
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56
src/goal/GoalNotReached.cpp
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56
src/goal/GoalNotReached.cpp
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#include "goal/GoalNotReached.h"
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#include <Area2D.hpp>
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using namespace godot;
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void GoalNotReached::_register_methods()
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{
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register_method("_state_enter", &GoalNotReached::_state_enter);
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register_method("_state_exit", &GoalNotReached::_state_exit);
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register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
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}
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GoalNotReached::GoalNotReached()
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{
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}
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GoalNotReached::~GoalNotReached()
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{
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}
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void GoalNotReached::_init()
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{
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}
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void GoalNotReached::_state_enter()
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{
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animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
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animated_sprite->set_animation("flagmove");
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animated_sprite->play();
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}
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void GoalNotReached::_state_exit()
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{
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}
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void GoalNotReached::_on_Goal_body_entered(Node *node)
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{
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Godot::print("Flag touched");
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/* auto parent_node = get_parent();
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if (parent_node != nullptr)
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{
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auto goal = Object::cast_to<Area2D>(parent_node);
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goal->set_collision_mask_bit(0, false);
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}
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get_state_machine()->change("GoalReached");*/
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}
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76
src/goal/GoalNotReached.h
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76
src/goal/GoalNotReached.h
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#ifndef ALAI_GOAL_NOT_REACHED
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#define ALAI_GOAL_NOT_REACHED
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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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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 not collected state.
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*
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*/
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class GoalNotReached : public State
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{
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GODOT_CLASS(GoalNotReached, State)
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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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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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/**
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* @brief Construct a new GoalNotReached object.
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*
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*/
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GoalNotReached();
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/**
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* @brief Destroy the GoalNotReached object.
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*
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*/
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~GoalNotReached();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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void _init();
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/**
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* @brief Called when the not 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 not 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 Method called on body entered.
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*
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* @param[in] node Node interacting with whoever
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*/
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void _on_Goal_body_entered(Node *node);
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};
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}
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#endif
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35
src/goal/GoalReached.cpp
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35
src/goal/GoalReached.cpp
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@ -0,0 +1,35 @@
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#include "goal/GoalReached.h"
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using namespace godot;
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void GoalReached::_register_methods()
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{
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register_method("_state_enter", &GoalReached::_state_enter);
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register_method("_state_exit", &GoalReached::_state_exit);
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//register_signal<GoalReached>("coin_collected", "amount", GODOT_VARIANT_TYPE_INT);
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}
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GoalReached::GoalReached()
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{
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}
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GoalReached::~GoalReached()
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{
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}
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void GoalReached::_init()
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{
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}
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void GoalReached::_state_enter()
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{
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}
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void GoalReached::_state_exit()
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{
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}
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74
src/goal/GoalReached.h
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74
src/goal/GoalReached.h
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#ifndef ALAI_GOAL_REACHED
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#define ALAI_GOAL_REACHED
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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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namespace godot
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{
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/**
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* @brief This class controls what happens when the goal flag is in the reached state.
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*
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*/
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class GoalReached : public State
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{
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GODOT_CLASS(GoalReached, State)
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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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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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/**
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* @brief Construct a new GoalReached object.
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*
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*/
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GoalReached();
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/**
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* @brief Destroy the GoalReached object.
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*
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*/
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~GoalReached();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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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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*
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*/
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};
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}
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#endif
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@ -12,6 +12,8 @@
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#include "coin/CoinNotCollected.h"
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#include "coin/CoinNotCollected.h"
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#include "coin/CoinCollected.h"
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#include "coin/CoinCollected.h"
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#include "coin/CoinCounter.h"
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#include "coin/CoinCounter.h"
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#include "goal/GoalReached.h"
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#include "goal/GoalNotReached.h"
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using namespace godot;
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using namespace godot;
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@ -55,4 +57,6 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
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register_class<CoinNotCollected>();
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register_class<CoinNotCollected>();
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register_class<CoinCollected>();
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register_class<CoinCollected>();
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register_class<CoinCounter>();
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register_class<CoinCounter>();
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register_class<GoalReached>();
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register_class<GoalNotReached>();
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}
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}
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