change the way level gets loaded and use the event bus
This commit is contained in:
21
src/Main.cpp
21
src/Main.cpp
@@ -1,5 +1,7 @@
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#include "Main.h"
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#include "Event.h"
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#include <SceneTree.hpp>
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void alai::Main::_register_methods()
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@@ -86,24 +88,21 @@ void alai::Main::_ready()
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void alai::Main::_on_monitor_loaded()
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{
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if (level != nullptr)
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{
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auto level_node = load_level();
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connect("monitor_loaded", level_node->get_child(0)->find_node("Player", true, false), "_on_monitor_loaded");
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emit_signal("monitor_loaded");
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}
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load_level();
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auto event = get_node<alai::Event>("/root/Event");
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event->emit_signal("level_loaded");
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get_tree()->set_pause(true);
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}
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void alai::Main::load_monitor()
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{
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auto event = get_node<alai::Event>("/root/Event");
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event->connect("monitor_loaded", this, "_on_monitor_loaded");
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godot::Ref<godot::PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
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add_child(monitor_scene->instance());
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auto monitor = get_node("Monitor");
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monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
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get_tree()->set_pause(true);
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}
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godot::Node *alai::Main::load_level()
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void alai::Main::load_level()
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{
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if (level != nullptr)
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{
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@@ -111,9 +110,7 @@ godot::Node *alai::Main::load_level()
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auto loaded_level = level->instance();
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auto level_node = get_node("Level");
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level_node->add_child(loaded_level);
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return level_node;
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}
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return nullptr;
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}
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void alai::Main::_physics_process(float delta)
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@@ -224,9 +224,8 @@ namespace alai
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/**
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* @brief Loads the selected level.
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*
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* @return Node* The level node which we will later add the monitor to.
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*/
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Node *load_level();
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void load_level();
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};
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}
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@@ -19,7 +19,7 @@ void alai::player::Player::_register_methods()
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godot::register_method("set_velocity", &Player::set_velocity);
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godot::register_method("get_velocity", &Player::get_velocity);
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godot::register_method("_on_player_touched", &Player::_on_player_touched);
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godot::register_method("_on_monitor_loaded", &Player::_on_monitor_loaded);
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godot::register_method("_on_level_loaded", &Player::_on_level_loaded);
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//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"));
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godot::register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
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godot::register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
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@@ -56,6 +56,9 @@ void alai::player::Player::_init()
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void alai::player::Player::_ready()
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{
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auto event = get_node<alai::Event>("/root/Event");
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event->connect("level_loaded", this, "_on_level_loaded");
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animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
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if (!animated_sprite)
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{
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@@ -77,7 +80,7 @@ void alai::player::Player::_ready()
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}
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}
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void alai::player::Player::_on_monitor_loaded() {
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void alai::player::Player::_on_level_loaded() {
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auto state = get_node("StateMachine")->get_child(0);
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if (state != nullptr)
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{
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@@ -284,7 +284,7 @@ namespace alai
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* @brief Called when the monitor is loaded to connect the player to it for tracking.
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*
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*/
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void _on_monitor_loaded();
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void _on_level_loaded();
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};
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}
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}
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