change the way level gets loaded and use the event bus
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parent
cb81734279
commit
e29492447d
@ -1,10 +1,8 @@
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extends Node
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signal monitor_loaded()
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export var monitor_enabled: bool = false
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export var debug: bool = false
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export var development_url: String = "http://localhost:4050/api/v1"
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var url_real: String = "https://alai.cromer.cl/api/v1"
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export var use_development_url: bool = false
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@ -53,7 +51,11 @@ func _ready() -> void:
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Event.connect("object_created", self, "_object_created")
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Event.connect("object_updated", self, "_object_updated")
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Event.connect("object_removed", self, "_object_removed")
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Event.connect("game_started", self, "_on_game_started")
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Event.connect("player_died", self, "_on_game_over")
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Event.connect("player_won", self, "_on_game_won")
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Event.connect("coin_collected", self, "_on_coin_update")
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game_version = get_parent().game_version
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player["rut"] = ""
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@ -108,7 +110,7 @@ func _physics_process(_delta: float) -> void:
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if monitor_enabled:
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if has_node("MonitorGUI") and not $MonitorGUI.visible:
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$MonitorGUI.visible = true
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emit_signal("monitor_loaded")
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Event.emit_signal("monitor_loaded")
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if started and not get_tree().paused:
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var frame = empty_frame.duplicate(true)
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@ -130,13 +132,14 @@ func _physics_process(_delta: float) -> void:
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start_monitor()
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else:
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get_tree().paused = false
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emit_signal("monitor_loaded")
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Event.emit_signal("monitor_loaded")
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queue_free()
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func _on_input_validated(validated_player: Dictionary) -> void:
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$MonitorGUI.queue_free()
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get_tree().paused = false
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Event.emit_signal("game_started")
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player = validated_player.duplicate(true)
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game["player"] = player
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@ -188,6 +191,7 @@ func remove_object(name: String) -> void:
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for i in range(0, objects.size()):
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if objects[i]["name"] == name:
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objects.remove(i)
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return
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func _on_coin_update(amount: int) -> void:
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@ -219,7 +223,16 @@ func send_data() -> void:
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print("Body B: " + String(body.length()))
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print("Body MB: " + String(body.length() / pow(2, 20)))
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if not debug:
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$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
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else:
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var file = File.new()
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if file.open("user://game.json", File.WRITE) != 0:
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print_debug("Could not open game.json for writing!")
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return
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file.store_string(json)
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file.close()
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func compress_payload(payload: String) -> String:
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@ -231,3 +244,21 @@ func compress_payload(payload: String) -> String:
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return new_payload
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func _on_game_started() -> void:
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print_debug("started game")
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if not started:
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start_monitor()
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func _on_game_over() -> void:
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if started:
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stop_monitor()
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game["won"] = false
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send_data()
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func _on_game_won() -> void:
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if started:
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stop_monitor()
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game["won"] = true
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send_data()
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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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