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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