Merge pull request 'feature/win_screen' (#43) from feature/win_screen into develop

Reviewed-on: #43
This commit is contained in:
Chris Cromer 2022-08-31 01:11:58 -04:00
commit df420f698d
22 changed files with 278 additions and 43 deletions

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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://levels/Prototype.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"]
pause_mode = 2
@ -14,3 +15,6 @@ pause_mode = 1
[node name="GameOver" parent="." instance=ExtResource( 3 )]
visible = false
[node name="GameWon" parent="." instance=ExtResource( 4 )]
visible = false

48
godot/gui/GameOver.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/GameOverScreen.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="GameOver" 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 = "GAME OVER"
align = 1
[node name="RestartButton" 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 = "REINICIAR"
[connection signal="pressed" from="Control/RestartButton" to="." method="_on_restart_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 = "GameOverScreen"
class_name = "GameOverScreen"
library = ExtResource( 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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@ -7,7 +7,7 @@
void alai::CameraLimit::_register_methods()
{
register_method("_ready", &CameraLimit::_ready);
godot::register_method("_ready", &CameraLimit::_ready);
}
alai::CameraLimit::CameraLimit()

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@ -7,7 +7,7 @@ void alai::Event::_register_methods()
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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@ -6,9 +6,9 @@
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()
@ -37,7 +37,6 @@ void alai::CoinCollected::_state_enter()
void alai::CoinCollected::_state_exit()
{
}
void alai::CoinCollected::_on_animation_finished(godot::String anim_name)

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@ -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()

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@ -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()

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@ -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>();
}

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@ -1,7 +1,6 @@
#include "gui/game_over/GameOverScreen.h"
#include "Event.h"
#include <Node.hpp>
#include <PackedScene.hpp>
#include <Ref.hpp>
#include <Resource.hpp>
@ -10,10 +9,10 @@
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);
godot::register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
godot::register_method("_ready", &GameOverScreen::_ready);
godot::register_method("connect_signal", &GameOverScreen::connect_signal);
godot::register_method("_on_player_died", &GameOverScreen::_on_player_died);
}
alai::GameOverScreen::GameOverScreen()

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@ -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>

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@ -0,0 +1,65 @@
#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");
}

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@ -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

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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()