add state machine and have player use it
This commit is contained in:
@@ -7,18 +7,20 @@
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#include <Texture.hpp>
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using namespace godot;
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using namespace player;
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void Player::_register_methods()
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{
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register_method("_ready", &Player::_ready);
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register_method("_physics_process", &Player::_physics_process);
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register_method("_on_Player_player_moved", &Player::_on_Player_player_moved);
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register_method("set_velocity", &Player::set_velocity);
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register_method("get_velocity", &Player::get_velocity);
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//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
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register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, ALAI_PLAYER_SPEED);
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register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, ALAI_PLAYER_JUMP_FORCE);
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register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, ALAI_PLAYER_GRAVITY);
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register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, ALAI_PLAYER_RUN_SPEED);
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register_signal<Player>("player_moved", "position", GODOT_VARIANT_TYPE_VECTOR2);
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register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
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register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
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register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
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register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
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register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
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}
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Player::Player()
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@@ -31,21 +33,18 @@ Player::~Player()
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void Player::_init()
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{
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_os = OS::get_singleton();
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_input = Input::get_singleton();
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_resource_loader = ResourceLoader::get_singleton();
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//sprite_frames = _resource_loader->load(ALAI_PLAYER_SPRITE_FRAMES);
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set_speed(ALAI_PLAYER_SPEED);
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set_jump_force(ALAI_PLAYER_JUMP_FORCE);
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set_gravity(ALAI_PLAYER_GRAVITY);
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set_run_speed(ALAI_PLAYER_RUN_SPEED);
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//sprite_frames = _resource_loader->load(player::sprite_frames);
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set_speed(player::speed);
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set_jump_force(player::jump_force);
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set_gravity(player::gravity);
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set_run_speed(player::run_speed);
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set_double_jump(player::double_jump);
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coins = 0;
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velocity = Vector2();
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jumping = 0;
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}
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void Player::_ready()
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@@ -53,7 +52,7 @@ void Player::_ready()
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animated_sprite = get_node<AnimatedSprite>("AnimatedSprite");
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if (!animated_sprite)
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{
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WARN_PRINT("AnimateSprite not found!");
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ERR_PRINT("AnimateSprite not found!");
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animated_sprite = AnimatedSprite()._new();
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}
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//animated_sprite->set_sprite_frames(sprite_frames);
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@@ -74,74 +73,7 @@ void Player::_ready()
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void Player::_physics_process(float delta)
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{
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auto current_speed = get_speed();
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velocity.x = 0;
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if (_input->is_action_pressed("run"))
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{
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current_speed *= get_run_speed();
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}
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if (_input->is_action_pressed("right"))
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{
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velocity.x += current_speed;
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}
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if (_input->is_action_pressed("left"))
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{
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velocity.x += -current_speed;
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}
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if (velocity.x > 0)
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{
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animated_sprite->play("move");
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animated_sprite->set_flip_h(true);
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}
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else if (velocity.x < 0)
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{
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animated_sprite->play("move");
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animated_sprite->set_flip_h(false);
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}
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else
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{
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animated_sprite->stop();
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animated_sprite->set_animation("idle");
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}
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if (jumping > 0 && is_on_floor())
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{
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animated_sprite->set_frame(1);
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jumping = 0;
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}
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if (!is_on_floor())
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{
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animated_sprite->stop();
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animated_sprite->set_animation("air");
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if (jumping == 0)
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{
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jumping = 2;
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}
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}
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velocity.y += get_gravity();
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if (_input->is_action_just_pressed("jump") && jumping < 2)
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{
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velocity.y = -get_jump_force();
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jumping++;
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}
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if (_input->is_action_just_released("jump"))
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{
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if (velocity.y < -100)
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{
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velocity.y = -100;
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}
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}
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if (velocity.x < 0 || velocity.x > 0)
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{
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//emit_signal("player_moved", get_position());
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}
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velocity = move_and_slide(velocity, Vector2::UP, true);
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velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
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@@ -170,7 +102,6 @@ void Player::_physics_process(float delta)
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{
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if (get_parent()->get_class() == "TileMap")
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{
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Godot::print("Off screen");
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auto error = get_tree()->change_scene("res://Main.tscn");
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if (error != Error::OK)
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{
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@@ -231,7 +162,22 @@ float Player::get_run_speed()
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return run_speed;
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}
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void Player::_on_Player_player_moved(Vector2 position)
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void Player::set_double_jump(bool double_jump)
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{
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Godot::print(position);
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this->double_jump = double_jump;
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}
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bool Player::get_double_jump()
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{
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return this->double_jump;
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}
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void Player::set_velocity(Vector2 velocity)
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{
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this->velocity = velocity;
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}
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Vector2 Player::get_velocity()
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{
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return this->velocity;
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}
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@@ -1,37 +1,12 @@
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#ifndef ALAI_PLAYER_H
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#define ALAI_PLAYER_H
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/**
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* @brief This resource is loaded by default for the AnimatedSprite node.
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*/
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#define ALAI_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
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/**
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* @brief The speed the player should move it.
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*/
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#define ALAI_PLAYER_SPEED 60.0
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/**
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* @brief The force applied to the player when jumping.
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*/
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#define ALAI_PLAYER_JUMP_FORCE 300.0
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/**
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* @brief The gravity applied to the player.
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*/
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#define ALAI_PLAYER_GRAVITY 9.81
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/**
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* @brief The multiplier used to change the speed of the player when running.
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*/
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#define ALAI_PLAYER_RUN_SPEED 2.0
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#include <Godot.hpp>
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#include <KinematicBody2D.hpp>
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#include <OS.hpp>
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#include <Sprite.hpp>
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#include <Vector2.hpp>
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#include <Input.hpp>
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#include <AnimatedSprite.hpp>
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#include <SpriteFrames.hpp>
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#include <ResourceLoader.hpp>
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#include <PackedScene.hpp>
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/**
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* @brief This is the godot namespace for all the code included in the library.
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@@ -39,181 +14,178 @@
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*/
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namespace godot
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{
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/**
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* @brief This class is used to control the player.
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* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
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*/
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class Player : public KinematicBody2D
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namespace player
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{
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GODOT_CLASS(Player, KinematicBody2D)
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const char player_sprite_frames[] = "res://characters/player/sprites/green.tres";
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const float speed = 60.0;
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const float jump_force = 300.0;
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const float gravity = 9.81;
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const float run_speed = 2.0;
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const bool double_jump = true;
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private:
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/**
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* @brief OS singleton.
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*/
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OS *_os;
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/**
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* @brief Input singleton.
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*/
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Input *_input;
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/**
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* @brief ResourceLoader singleton.
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*/
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ResourceLoader *_resource_loader;
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/**
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* @brief This class is used to control the player.
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* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
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*/
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class Player : public KinematicBody2D
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{
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GODOT_CLASS(Player, KinematicBody2D)
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/**
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* @brief The animated sprite connected to the KinematicBody2D.
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*/
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AnimatedSprite *animated_sprite;
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/**
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* @brief The sprite frames used in the animated sprite.
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*/
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Ref<SpriteFrames> sprite_frames;
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/**
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* @brief The coins the player has collected.
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*/
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uint8_t coins;
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/**
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* @brief The velocity at which moves the player moves.
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*/
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Vector2 velocity;
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/**
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* @brief The speed that the player moves in.
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*/
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float speed;
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/**
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* @brief The force applied to the player when jumping.
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*/
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float jump_force;
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/**
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* @brief The gravity applied to the player.
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*/
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float gravity;
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/**
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* @brief The speed multiplier used to make the player move faster.
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*/
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float run_speed;
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private:
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/**
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* @brief ResourceLoader singleton.
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*/
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ResourceLoader *_resource_loader;
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/**
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* @brief State of jumping of the player. To be replaced with a state machine in the future.
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*/
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uint8_t jumping;
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/**
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* @brief The animated sprite connected to the KinematicBody2D.
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*/
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AnimatedSprite *animated_sprite;
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/**
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* @brief The sprite frames used in the animated sprite.
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*/
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Ref<SpriteFrames> sprite_frames;
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/**
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* @brief The coins the player has collected.
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*/
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uint8_t coins;
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/**
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* @brief The velocity at which moves the player moves.
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*/
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Vector2 velocity;
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/**
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* @brief The speed that the player moves in.
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*/
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float speed;
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/**
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* @brief The force applied to the player when jumping.
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*/
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float jump_force;
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/**
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* @brief The gravity applied to the player.
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*/
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float gravity;
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/**
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* @brief The speed multiplier used to make the player move faster.
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*/
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float run_speed;
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public:
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/**
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* @brief This method registers classes with Godot.
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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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bool double_jump;
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/**
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* @brief Construct a new Player object.
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*/
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Player();
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public:
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/**
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* @brief This method registers classes with Godot.
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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 Destroy the Player object.
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*/
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~Player();
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/**
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* @brief Construct a new Player object.
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*/
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Player();
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/**
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* @brief Initialize the class from Godot.
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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 Destroy the Player object.
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*/
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~Player();
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/**
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* @brief Code to be run when ready.
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* @details This method is run when all the children of this node are ready.
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*/
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void _ready();
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/**
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* @brief Initialize the class from Godot.
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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 This class handles the physics processing.
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* @details Every delta time, this function is called to check for input and update positioning.
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*
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* @param[in] delta The difference in time that passed since the last call to this method.
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*/
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void _physics_process(float delta);
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/**
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* @brief Code to be run when ready.
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* @details This method is run when all the children of this node are ready.
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*/
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void _ready();
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/**
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* @brief Set the sprite frames object.
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*
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* @param[in] new_sprite_frames The new sprite frame.
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*/
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void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
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/**
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* @brief This class handles the physics processing.
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* @details Every delta time, this function is called to check for input and update positioning.
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*
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* @param[in] delta The difference in time that passed since the last call to this method.
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*/
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void _physics_process(float delta);
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/**
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* @brief Get the sprite frames object.
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*
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* @return Ref<SpriteFrames> A reference to the sprite frames object.
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*/
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Ref<SpriteFrames> get_sprite_frames();
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/**
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* @brief Set the sprite frames object.
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*
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* @param[in] new_sprite_frames The new sprite frame.
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*/
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void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
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/**
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* @brief Set the speed object.
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*
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* @param[in] new_speed The new speed.
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*/
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void set_speed(float new_speed);
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/**
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* @brief Get the sprite frames object.
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*
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* @return Ref<SpriteFrames> A reference to the sprite frames object.
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*/
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Ref<SpriteFrames> get_sprite_frames();
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/**
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* @brief Get the speed object.
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*
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* @return float The current speed of the player.
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*/
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float get_speed();
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/**
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* @brief Set the speed object.
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*
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* @param[in] new_speed The new speed.
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*/
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void set_speed(float new_speed);
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/**
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* @brief Set the jump force object.
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*
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* @param[in] new_jump_force The new force applied to the player to make him jump.
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*/
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void set_jump_force(float new_jump_force);
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/**
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* @brief Get the speed object.
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*
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* @return float The current speed of the player.
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*/
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float get_speed();
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/**
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* @brief Get the jump force object.
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*
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* @return float The current force being applied to the player.
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*/
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float get_jump_force();
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/**
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* @brief Set the jump force object.
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*
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* @param[in] new_jump_force The new force applied to the player to make him jump.
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*/
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void set_jump_force(float new_jump_force);
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/**
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* @brief Set the gravity object.
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*
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* @param[in] new_gravity The new gravity to apply to the player.
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*/
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void set_gravity(float new_gravity);
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/**
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* @brief Get the jump force object.
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*
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* @return float The current force being applied to the player.
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*/
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float get_jump_force();
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/**
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* @brief Get the gravity object.
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*
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* @return float The current gravity applied to the player.
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*/
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float get_gravity();
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/**
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* @brief Set the gravity object.
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*
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* @param[in] new_gravity The new gravity to apply to the player.
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*/
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void set_gravity(float new_gravity);
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/**
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* @brief Set the run speed object.
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*
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* @param[in] new_run_speed The new speed for running.
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*/
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void set_run_speed(float new_run_speed);
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/**
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* @brief Get the gravity object.
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*
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* @return float The current gravity applied to the player.
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*/
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float get_gravity();
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/**
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* @brief Get the run speed object.
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*
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* @return float The current run speed of the player.
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*/
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float get_run_speed();
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/**
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* @brief Set the run speed object.
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*
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* @param[in] new_run_speed The new speed for running.
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*/
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void set_run_speed(float new_run_speed);
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||||
|
||||
/**
|
||||
* @brief This signal is called when the player moves.
|
||||
* @details The jump action is not included in this signal, just moving left or right.
|
||||
*
|
||||
* @param[in] position The new position of the player.
|
||||
*/
|
||||
void _on_Player_player_moved(Vector2 position);
|
||||
};
|
||||
/**
|
||||
* @brief Get the run speed object.
|
||||
*
|
||||
* @return float The current run speed of the player.
|
||||
*/
|
||||
float get_run_speed();
|
||||
|
||||
void set_double_jump(bool double_jump);
|
||||
bool get_double_jump();
|
||||
|
||||
void set_velocity(Vector2 velocity);
|
||||
Vector2 get_velocity();
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
78
src/player/states/PlayerFall.cpp
Normal file
78
src/player/states/PlayerFall.cpp
Normal file
@@ -0,0 +1,78 @@
|
||||
#include "player/states/PlayerFall.h"
|
||||
#include "player/Player.h"
|
||||
|
||||
using namespace godot;
|
||||
using namespace player;
|
||||
|
||||
void PlayerFall::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &PlayerFall::_state_enter);
|
||||
register_method("_state_exit", &PlayerFall::_state_exit);
|
||||
register_method("_physics_process", &PlayerFall::_physics_process);
|
||||
}
|
||||
|
||||
PlayerFall::PlayerFall()
|
||||
{
|
||||
}
|
||||
|
||||
PlayerFall::~PlayerFall()
|
||||
{
|
||||
}
|
||||
|
||||
void PlayerFall::_init()
|
||||
{
|
||||
_input = Input::get_singleton();
|
||||
}
|
||||
|
||||
void PlayerFall::_state_enter()
|
||||
{
|
||||
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
|
||||
animated_sprite->stop();
|
||||
animated_sprite->set_animation("air");
|
||||
}
|
||||
|
||||
void PlayerFall::_state_exit()
|
||||
{
|
||||
animated_sprite->set_animation("move");
|
||||
animated_sprite->set_frame(1);
|
||||
}
|
||||
|
||||
void PlayerFall::_physics_process(float delta)
|
||||
{
|
||||
auto parent = Object::cast_to<player::Player>(get_parent());
|
||||
|
||||
if (parent->is_on_floor())
|
||||
{
|
||||
get_state_machine()->change("Move");
|
||||
return;
|
||||
}
|
||||
|
||||
auto current_speed = parent->get_speed();
|
||||
auto velocity = parent->get_velocity();
|
||||
velocity.x = 0;
|
||||
if (_input->is_action_pressed("run"))
|
||||
{
|
||||
current_speed *= parent->get_run_speed();
|
||||
}
|
||||
|
||||
if (_input->is_action_pressed("right"))
|
||||
{
|
||||
velocity.x += current_speed;
|
||||
}
|
||||
|
||||
if (_input->is_action_pressed("left"))
|
||||
{
|
||||
velocity.x += -current_speed;
|
||||
}
|
||||
|
||||
if (velocity.x > 0)
|
||||
{
|
||||
animated_sprite->set_flip_h(true);
|
||||
}
|
||||
else if (velocity.x < 0)
|
||||
{
|
||||
animated_sprite->set_flip_h(false);
|
||||
}
|
||||
|
||||
parent->set_velocity(velocity);
|
||||
}
|
44
src/player/states/PlayerFall.h
Normal file
44
src/player/states/PlayerFall.h
Normal file
@@ -0,0 +1,44 @@
|
||||
#ifndef JUEGO_PLAYER_FALL_H
|
||||
#define JUEGO_PLAYER_FALL_H
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Input.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
namespace player
|
||||
{
|
||||
class PlayerFall : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerFall, State)
|
||||
|
||||
private:
|
||||
Input *_input;
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
public:
|
||||
static void _register_methods();
|
||||
|
||||
PlayerFall();
|
||||
|
||||
~PlayerFall();
|
||||
|
||||
/**
|
||||
* @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 _state_enter();
|
||||
|
||||
void _state_exit();
|
||||
|
||||
void _physics_process(float delta);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
65
src/player/states/PlayerIdle.cpp
Normal file
65
src/player/states/PlayerIdle.cpp
Normal file
@@ -0,0 +1,65 @@
|
||||
#include "player/states/PlayerIdle.h"
|
||||
#include "player/Player.h"
|
||||
|
||||
using namespace godot;
|
||||
using namespace player;
|
||||
|
||||
void PlayerIdle::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &PlayerIdle::_state_enter);
|
||||
register_method("_state_exit", &PlayerIdle::_state_exit);
|
||||
register_method("_physics_process", &PlayerIdle::_physics_process);
|
||||
}
|
||||
|
||||
PlayerIdle::PlayerIdle()
|
||||
{
|
||||
}
|
||||
|
||||
PlayerIdle::~PlayerIdle()
|
||||
{
|
||||
}
|
||||
|
||||
void PlayerIdle::_init()
|
||||
{
|
||||
_input = Input::get_singleton();
|
||||
}
|
||||
|
||||
void PlayerIdle::_state_enter()
|
||||
{
|
||||
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
|
||||
animated_sprite->stop();
|
||||
animated_sprite->set_animation("idle");
|
||||
}
|
||||
|
||||
void PlayerIdle::_state_exit()
|
||||
{
|
||||
}
|
||||
|
||||
void PlayerIdle::_physics_process(float delta)
|
||||
{
|
||||
auto parent = Object::cast_to<player::Player>(get_parent());
|
||||
|
||||
if (_input->is_action_pressed("right"))
|
||||
{
|
||||
get_state_machine()->change("Move");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_input->is_action_pressed("left"))
|
||||
{
|
||||
get_state_machine()->change("Move");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_input->is_action_just_pressed("jump"))
|
||||
{
|
||||
get_state_machine()->change("Jump");
|
||||
return;
|
||||
}
|
||||
|
||||
if (!parent->is_on_floor())
|
||||
{
|
||||
get_state_machine()->change("Fall");
|
||||
return;
|
||||
}
|
||||
}
|
45
src/player/states/PlayerIdle.h
Normal file
45
src/player/states/PlayerIdle.h
Normal file
@@ -0,0 +1,45 @@
|
||||
#ifndef JUEGO_PLAYER_IDLE_H
|
||||
#define JUEGO_PLAYER_IDLE_H
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <Input.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
namespace player
|
||||
{
|
||||
class PlayerIdle : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerIdle, State)
|
||||
|
||||
private:
|
||||
Input *_input;
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
public:
|
||||
static void _register_methods();
|
||||
|
||||
PlayerIdle();
|
||||
|
||||
~PlayerIdle();
|
||||
|
||||
/**
|
||||
* @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 _state_enter();
|
||||
|
||||
void _state_exit();
|
||||
|
||||
void _physics_process(float delta);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
105
src/player/states/PlayerJump.cpp
Normal file
105
src/player/states/PlayerJump.cpp
Normal file
@@ -0,0 +1,105 @@
|
||||
#include "player/states/PlayerJump.h"
|
||||
#include "player/Player.h"
|
||||
|
||||
using namespace godot;
|
||||
using namespace player;
|
||||
|
||||
void PlayerJump::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &PlayerJump::_state_enter);
|
||||
register_method("_state_exit", &PlayerJump::_state_exit);
|
||||
register_method("_physics_process", &PlayerJump::_physics_process);
|
||||
}
|
||||
|
||||
PlayerJump::PlayerJump()
|
||||
{
|
||||
}
|
||||
|
||||
PlayerJump::~PlayerJump()
|
||||
{
|
||||
}
|
||||
|
||||
void PlayerJump::_init()
|
||||
{
|
||||
_input = Input::get_singleton();
|
||||
}
|
||||
|
||||
void PlayerJump::_state_enter(const String state)
|
||||
{
|
||||
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
|
||||
animated_sprite->stop();
|
||||
animated_sprite->set_animation("air");
|
||||
|
||||
if (state == "Jump")
|
||||
{
|
||||
double_jumped = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
double_jumped = false;
|
||||
}
|
||||
|
||||
auto parent = Object::cast_to<player::Player>(get_parent());
|
||||
auto velocity = parent->get_velocity();
|
||||
velocity.y = -parent->get_jump_force();
|
||||
parent->set_velocity(velocity);
|
||||
}
|
||||
|
||||
void PlayerJump::_state_exit()
|
||||
{
|
||||
animated_sprite->set_animation("move");
|
||||
animated_sprite->set_frame(1);
|
||||
}
|
||||
|
||||
void PlayerJump::_physics_process(float delta)
|
||||
{
|
||||
auto parent = Object::cast_to<player::Player>(get_parent());
|
||||
if (parent->is_on_floor())
|
||||
{
|
||||
get_state_machine()->change("Move");
|
||||
return;
|
||||
}
|
||||
|
||||
auto current_speed = parent->get_speed();
|
||||
auto velocity = parent->get_velocity();
|
||||
velocity.x = 0;
|
||||
if (_input->is_action_pressed("run"))
|
||||
{
|
||||
current_speed *= parent->get_run_speed();
|
||||
}
|
||||
|
||||
if (_input->is_action_pressed("right"))
|
||||
{
|
||||
velocity.x += current_speed;
|
||||
}
|
||||
|
||||
if (_input->is_action_pressed("left"))
|
||||
{
|
||||
velocity.x += -current_speed;
|
||||
}
|
||||
|
||||
if (_input->is_action_just_released("jump"))
|
||||
{
|
||||
if (velocity.y < -100)
|
||||
{
|
||||
velocity.y = -100;
|
||||
}
|
||||
}
|
||||
|
||||
if (parent->get_double_jump() && !double_jumped && _input->is_action_just_pressed("jump"))
|
||||
{
|
||||
get_state_machine()->change("Jump");
|
||||
return;
|
||||
}
|
||||
|
||||
if (velocity.x > 0)
|
||||
{
|
||||
animated_sprite->set_flip_h(true);
|
||||
}
|
||||
else if (velocity.x < 0)
|
||||
{
|
||||
animated_sprite->set_flip_h(false);
|
||||
}
|
||||
|
||||
parent->set_velocity(velocity);
|
||||
}
|
45
src/player/states/PlayerJump.h
Normal file
45
src/player/states/PlayerJump.h
Normal file
@@ -0,0 +1,45 @@
|
||||
#ifndef JUEGO_PLAYER_JUMP_H
|
||||
#define JUEGO_PLAYER_JUMP_H
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Input.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
namespace player
|
||||
{
|
||||
class PlayerJump : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerJump, State)
|
||||
|
||||
private:
|
||||
Input *_input;
|
||||
AnimatedSprite *animated_sprite;
|
||||
bool double_jumped;
|
||||
|
||||
public:
|
||||
static void _register_methods();
|
||||
|
||||
PlayerJump();
|
||||
|
||||
~PlayerJump();
|
||||
|
||||
/**
|
||||
* @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 _state_enter(const String state);
|
||||
|
||||
void _state_exit();
|
||||
|
||||
void _physics_process(float delta);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
94
src/player/states/PlayerMove.cpp
Normal file
94
src/player/states/PlayerMove.cpp
Normal file
@@ -0,0 +1,94 @@
|
||||
#include "player/states/PlayerMove.h"
|
||||
#include "player/Player.h"
|
||||
|
||||
using namespace godot;
|
||||
using namespace player;
|
||||
|
||||
void PlayerMove::_register_methods()
|
||||
{
|
||||
register_method("_state_enter", &PlayerMove::_state_enter);
|
||||
register_method("_state_exit", &PlayerMove::_state_exit);
|
||||
register_method("_physics_process", &PlayerMove::_physics_process);
|
||||
}
|
||||
|
||||
PlayerMove::PlayerMove()
|
||||
{
|
||||
}
|
||||
|
||||
PlayerMove::~PlayerMove()
|
||||
{
|
||||
}
|
||||
|
||||
void PlayerMove::_init()
|
||||
{
|
||||
_input = Input::get_singleton();
|
||||
}
|
||||
|
||||
void PlayerMove::_state_enter(String state, Array args)
|
||||
{
|
||||
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
|
||||
animated_sprite->set_animation("move");
|
||||
animated_sprite->play();
|
||||
}
|
||||
|
||||
void PlayerMove::_state_exit()
|
||||
{
|
||||
}
|
||||
|
||||
void PlayerMove::_physics_process(float delta)
|
||||
{
|
||||
auto parent = Object::cast_to<player::Player>(get_parent());
|
||||
|
||||
auto direction_pressed = false;
|
||||
|
||||
auto current_speed = parent->get_speed();
|
||||
auto velocity = parent->get_velocity();
|
||||
velocity.x = 0;
|
||||
if (_input->is_action_pressed("run"))
|
||||
{
|
||||
current_speed *= parent->get_run_speed();
|
||||
}
|
||||
|
||||
if (_input->is_action_pressed("right"))
|
||||
{
|
||||
direction_pressed = true;
|
||||
velocity.x += current_speed;
|
||||
}
|
||||
|
||||
if (_input->is_action_pressed("left"))
|
||||
{
|
||||
direction_pressed = true;
|
||||
velocity.x += -current_speed;
|
||||
}
|
||||
|
||||
if (_input->is_action_just_pressed("jump"))
|
||||
{
|
||||
get_state_machine()->change("Jump");
|
||||
return;
|
||||
}
|
||||
|
||||
if (velocity.x > 0)
|
||||
{
|
||||
animated_sprite->set_flip_h(true);
|
||||
}
|
||||
else if (velocity.x < 0)
|
||||
{
|
||||
animated_sprite->set_flip_h(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!direction_pressed)
|
||||
{
|
||||
get_state_machine()->change("Idle");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
parent->set_velocity(velocity);
|
||||
|
||||
if (!parent->is_on_floor())
|
||||
{
|
||||
get_state_machine()->change("Fall");
|
||||
return;
|
||||
}
|
||||
}
|
46
src/player/states/PlayerMove.h
Normal file
46
src/player/states/PlayerMove.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#ifndef JUEGO_PLAYER_MOVE_H
|
||||
#define JUEGO_PLAYER_MOVE_H
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Input.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
namespace player
|
||||
{
|
||||
class PlayerMove : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerMove, State)
|
||||
|
||||
private:
|
||||
Input *_input;
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
public:
|
||||
static void _register_methods();
|
||||
|
||||
PlayerMove();
|
||||
|
||||
~PlayerMove();
|
||||
|
||||
/**
|
||||
* @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 _state_enter(String state, Array args);
|
||||
|
||||
void _state_exit();
|
||||
|
||||
void _physics_process(float delta);
|
||||
|
||||
Vector2 move_player(Vector2 velocity);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
Reference in New Issue
Block a user