add state machine and have player use it

This commit is contained in:
2022-04-11 13:30:51 -04:00
parent 6d2d1178a7
commit ecd6fe45b2
28 changed files with 1303 additions and 416 deletions

View File

@@ -7,18 +7,20 @@
#include <Texture.hpp>
using namespace godot;
using namespace player;
void Player::_register_methods()
{
register_method("_ready", &Player::_ready);
register_method("_physics_process", &Player::_physics_process);
register_method("_on_Player_player_moved", &Player::_on_Player_player_moved);
register_method("set_velocity", &Player::set_velocity);
register_method("get_velocity", &Player::get_velocity);
//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"));
register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, ALAI_PLAYER_SPEED);
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, ALAI_PLAYER_JUMP_FORCE);
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, ALAI_PLAYER_GRAVITY);
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, ALAI_PLAYER_RUN_SPEED);
register_signal<Player>("player_moved", "position", GODOT_VARIANT_TYPE_VECTOR2);
register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
}
Player::Player()
@@ -31,21 +33,18 @@ Player::~Player()
void Player::_init()
{
_os = OS::get_singleton();
_input = Input::get_singleton();
_resource_loader = ResourceLoader::get_singleton();
//sprite_frames = _resource_loader->load(ALAI_PLAYER_SPRITE_FRAMES);
set_speed(ALAI_PLAYER_SPEED);
set_jump_force(ALAI_PLAYER_JUMP_FORCE);
set_gravity(ALAI_PLAYER_GRAVITY);
set_run_speed(ALAI_PLAYER_RUN_SPEED);
//sprite_frames = _resource_loader->load(player::sprite_frames);
set_speed(player::speed);
set_jump_force(player::jump_force);
set_gravity(player::gravity);
set_run_speed(player::run_speed);
set_double_jump(player::double_jump);
coins = 0;
velocity = Vector2();
jumping = 0;
}
void Player::_ready()
@@ -53,7 +52,7 @@ void Player::_ready()
animated_sprite = get_node<AnimatedSprite>("AnimatedSprite");
if (!animated_sprite)
{
WARN_PRINT("AnimateSprite not found!");
ERR_PRINT("AnimateSprite not found!");
animated_sprite = AnimatedSprite()._new();
}
//animated_sprite->set_sprite_frames(sprite_frames);
@@ -74,74 +73,7 @@ void Player::_ready()
void Player::_physics_process(float delta)
{
auto current_speed = get_speed();
velocity.x = 0;
if (_input->is_action_pressed("run"))
{
current_speed *= 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->play("move");
animated_sprite->set_flip_h(true);
}
else if (velocity.x < 0)
{
animated_sprite->play("move");
animated_sprite->set_flip_h(false);
}
else
{
animated_sprite->stop();
animated_sprite->set_animation("idle");
}
if (jumping > 0 && is_on_floor())
{
animated_sprite->set_frame(1);
jumping = 0;
}
if (!is_on_floor())
{
animated_sprite->stop();
animated_sprite->set_animation("air");
if (jumping == 0)
{
jumping = 2;
}
}
velocity.y += get_gravity();
if (_input->is_action_just_pressed("jump") && jumping < 2)
{
velocity.y = -get_jump_force();
jumping++;
}
if (_input->is_action_just_released("jump"))
{
if (velocity.y < -100)
{
velocity.y = -100;
}
}
if (velocity.x < 0 || velocity.x > 0)
{
//emit_signal("player_moved", get_position());
}
velocity = move_and_slide(velocity, Vector2::UP, true);
velocity.x = Math::lerp((float) velocity.x, (float) 0, (float) 0.2);
@@ -170,7 +102,6 @@ void Player::_physics_process(float delta)
{
if (get_parent()->get_class() == "TileMap")
{
Godot::print("Off screen");
auto error = get_tree()->change_scene("res://Main.tscn");
if (error != Error::OK)
{
@@ -231,7 +162,22 @@ float Player::get_run_speed()
return run_speed;
}
void Player::_on_Player_player_moved(Vector2 position)
void Player::set_double_jump(bool double_jump)
{
Godot::print(position);
this->double_jump = double_jump;
}
bool Player::get_double_jump()
{
return this->double_jump;
}
void Player::set_velocity(Vector2 velocity)
{
this->velocity = velocity;
}
Vector2 Player::get_velocity()
{
return this->velocity;
}