make level dynamic from main

This commit is contained in:
Chris Cromer 2022-04-16 17:20:45 -04:00
parent cdaa32ce17
commit dab20270be
Signed by: cromer
GPG Key ID: FA91071797BEEEC2
3 changed files with 39 additions and 3 deletions

View File

@ -1,9 +1,8 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=3 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/Level2.tscn" type="PackedScene" id=2] [ext_resource path="res://levels/Prototype.tscn" type="PackedScene" id=2]
[node name="Main" type="Node"] [node name="Main" type="Node"]
script = ExtResource( 1 ) script = ExtResource( 1 )
level = ExtResource( 2 )
[node name="Level2" parent="." instance=ExtResource( 2 )]

View File

@ -9,6 +9,7 @@ void Main::_register_methods()
{ {
register_method("_ready", &Main::_ready); register_method("_ready", &Main::_ready);
register_method("_physics_process", &Main::_physics_process); register_method("_physics_process", &Main::_physics_process);
register_property<Main, Ref<PackedScene>>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("PackedScene"));
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen); register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size); register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen); register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
@ -45,6 +46,11 @@ void Main::_ready()
_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5 _os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5
); );
} }
if (level != NULL)
{
add_child(level->instance());
}
} }
void Main::_physics_process(float delta) void Main::_physics_process(float delta)
@ -55,6 +61,16 @@ void Main::_physics_process(float delta)
} }
} }
void Main::set_level(Ref<PackedScene> level)
{
this->level = level;
}
Ref<PackedScene> Main::get_level()
{
return this->level;
}
void Main::set_full_screen(bool full_screen) void Main::set_full_screen(bool full_screen)
{ {
this->full_screen = full_screen; this->full_screen = full_screen;

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@ -5,6 +5,8 @@
#include <Node.hpp> #include <Node.hpp>
#include <OS.hpp> #include <OS.hpp>
#include <Input.hpp> #include <Input.hpp>
#include <PackedScene.hpp>
#include <Ref.hpp>
/** /**
* @brief This is the godot namespace for all the code included in the library. * @brief This is the godot namespace for all the code included in the library.
@ -57,6 +59,11 @@ namespace godot
*/ */
Input *_input; Input *_input;
/**
* @brief The first level to load
*
*/
Ref<PackedScene> level;
/** /**
* @brief If the window is full screen or not. * @brief If the window is full screen or not.
* *
@ -116,6 +123,20 @@ namespace godot
*/ */
void _physics_process(float delta); void _physics_process(float delta);
/**
* @brief Set the level object.
*
* @param[in] level The new level to load when starting.
*/
void set_level(Ref<PackedScene> level);
/**
* @brief Get the level object.
*
* @return Ref<PackedScene> The level scene to load.
*/
Ref<PackedScene> get_level();
/** /**
* @brief Set the full screen object. * @brief Set the full screen object.
* *