feature/Level_2 #13
4
.gitignore
vendored
4
.gitignore
vendored
@ -5,7 +5,7 @@
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api.json
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# Visual Studio Code Project file
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source.code-workspace
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*.code-workspace
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# Visual Studio Cache
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.vs/
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@ -40,3 +40,5 @@ compile_commands.json
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# docs
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docs/
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# tiled session files
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*.tiled-session
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|
4
Makefile
4
Makefile
@ -24,10 +24,10 @@ godot-cpp-windows:
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game: game-linux game-windows
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game-linux:
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scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) target_path=godot/gdnative/ target_name=libjuego platform=linux bits=64 -j $(PROCS)
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scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) target_path=godot/gdnative/ target_name=libalai platform=linux bits=64 -j $(PROCS)
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game-windows:
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scons target=$(RELEASE_TYPE) target_name=libjuego target_path=godot/gdnative/ platform=windows bits=64 -j $(PROCS)
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scons target=$(RELEASE_TYPE) target_name=libalai target_path=godot/gdnative/ platform=windows bits=64 -j $(PROCS)
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docs:
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# if doxygen and bear are installed create the code documentation
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@ -1,5 +1,5 @@
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# Juego
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# Alai
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## License
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[3-Clause BSD License](LICENSE)
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[3-Clause BSD License](LICENSE)
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@ -63,6 +63,7 @@ if env['platform'] == 'linux':
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env.Append(CCFLAGS=['-g3', '-Og'])
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else:
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env.Append(CCFLAGS=['-g', '-O3'])
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env.Append(CPPDEFINES=['NDEBUG'])
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env.Append(CCFLAGS=['-m64'])
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env.Append(LINKFLAGS=['-m64'])
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@ -109,7 +110,7 @@ else:
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cpp_library += '.' + str(env['bits'])
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# make sure our binding library is properly includes
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/', 'src/include/', 'lib/include'])
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
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env.Append(LIBS=[cpp_library])
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@ -32,7 +32,7 @@ DOXYFILE_ENCODING = UTF-8
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# title of most generated pages and in a few other places.
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# The default value is: My Project.
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PROJECT_NAME = "juego"
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PROJECT_NAME = "Alai"
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# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
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# could be handy for archiving the generated documentation or if some version
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|
8
godot/CameraLimit.gdns
Normal file
8
godot/CameraLimit.gdns
Normal file
@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "CameraLimit"
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class_name = "CameraLimit"
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library = ExtResource( 1 )
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@ -1,6 +1,6 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/libjuego.tres" type="GDNativeLibrary" id=1]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "Main"
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@ -1,10 +1,8 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://Main.gdns" type="Script" id=1]
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[ext_resource path="res://Level 1.tscn" type="PackedScene" id=2]
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[ext_resource path="res://levels/Level2.tscn" type="PackedScene" id=2]
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[node name="Main" type="Node"]
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script = ExtResource( 1 )
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launch_screen = 0
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[node name="Level 1" parent="." instance=ExtResource( 2 )]
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level = ExtResource( 2 )
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|
@ -84,6 +84,11 @@ func get_import_options(preset):
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"default_value": 1,
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"property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS
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},
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{
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"name": "collision_mask",
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"default_value": 1,
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"property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS
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},
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{
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"name": "embed_internal_images",
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"default_value": true if preset == PRESET_PIXEL_ART else false
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|
@ -211,12 +211,12 @@ func make_layer(layer, parent, root, data):
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var opacity = float(layer.opacity) if "opacity" in layer else 1.0
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var visible = bool(layer.visible) if "visible" in layer else true
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var z_index = 0
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if "properties" in layer and "z_index" in layer.properties:
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z_index = layer.properties.z_index
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if layer.type == "tilelayer":
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var layer_size = Vector2(int(layer.width), int(layer.height))
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var tilemap = TileMap.new()
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@ -231,6 +231,7 @@ func make_layer(layer, parent, root, data):
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tilemap.cell_y_sort = true
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tilemap.cell_tile_origin = TileMap.TILE_ORIGIN_BOTTOM_LEFT
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tilemap.collision_layer = options.collision_layer
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tilemap.collision_mask = options.collision_mask
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tilemap.z_index = z_index
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var offset = Vector2()
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@ -280,7 +281,7 @@ func make_layer(layer, parent, root, data):
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var gid = int_id & ~(FLIPPED_HORIZONTALLY_FLAG | FLIPPED_VERTICALLY_FLAG | FLIPPED_DIAGONALLY_FLAG)
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var cell_x = cell_offset.x + chunk.x + (count % int(chunk.width))
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var cell_y = cell_offset.y + chunk.y + int(count / chunk.width)
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var cell_y = cell_offset.y + chunk.y + int(count / chunk.width) + 1
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tilemap.set_cell(cell_x, cell_y, gid, flipped_h, flipped_v, flipped_d)
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count += 1
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@ -702,26 +703,26 @@ func build_tileset_for_scene(tilesets, source_path, options):
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var i = 0
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var column = 0
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# Needed to look up textures for animations
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var tileRegions = []
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while i < tilecount:
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var tilepos = Vector2(x, y)
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var region = Rect2(tilepos, tilesize)
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tileRegions.push_back(region)
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column += 1
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i += 1
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x += int(tilesize.x) + spacing
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if (columns > 0 and column >= columns) or x >= int(imagesize.x) - margin or (x + int(tilesize.x)) > int(imagesize.x):
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x = margin
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y += int(tilesize.y) + spacing
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column = 0
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i = 0
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while i < tilecount:
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var region = tileRegions[i]
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@ -778,7 +779,7 @@ func build_tileset_for_scene(tilesets, source_path, options):
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result.tile_set_texture(gid, image)
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if options.apply_offset:
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result.tile_set_texture_offset(gid, Vector2(0, -image.get_height()))
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if "tiles" in ts and rel_id in ts.tiles and "objectgroup" in ts.tiles[rel_id] \
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and "objects" in ts.tiles[rel_id].objectgroup:
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for object in ts.tiles[rel_id].objectgroup.objects:
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@ -803,10 +804,10 @@ func build_tileset_for_scene(tilesets, source_path, options):
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result.tile_set_occluder_offset(gid, offset)
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else:
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result.tile_add_shape(gid, shape, Transform2D(0, offset), object.type == "one-way")
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if "properties" in ts and "custom_material" in ts.properties:
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result.tile_set_material(gid, load(ts.properties.custom_material))
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if options.custom_properties and options.tile_metadata and "tileproperties" in ts \
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and "tilepropertytypes" in ts and rel_id in ts.tileproperties and rel_id in ts.tilepropertytypes:
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tile_meta[gid] = get_custom_properties(ts.tileproperties[rel_id], ts.tilepropertytypes[rel_id])
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@ -815,7 +816,7 @@ func build_tileset_for_scene(tilesets, source_path, options):
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if property in ts.tiles[rel_id]:
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if not gid in tile_meta: tile_meta[gid] = {}
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tile_meta[gid][property] = ts.tiles[rel_id][property]
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gid += 1
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i += 1
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@ -1047,13 +1048,19 @@ func is_convex(vertices):
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return true
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# Decompress the data of the layer
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# Compression argument is a string, either "gzip" or "zlib"
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# Compression argument is a string, either "gzip", "zlib", or "zstd"
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func decompress_layer_data(layer_data, compression, map_size):
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if compression != "gzip" and compression != "zlib":
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print_error("Unrecognized compression format: %s" % [compression])
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return ERR_INVALID_DATA
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var compression_type = File.COMPRESSION_DEFLATE if compression == "zlib" else File.COMPRESSION_GZIP
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var compression_type = -1
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match compression:
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"zlib":
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compression_type = File.COMPRESSION_DEFLATE
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"gzip":
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compression_type = File.COMPRESSION_GZIP
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"zstd":
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compression_type = File.COMPRESSION_ZSTD
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_:
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print_error("Unrecognized compression format: %s" % [compression])
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return ERR_INVALID_DATA
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var expected_size = int(map_size.x) * int(map_size.y) * 4
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var raw_data = Marshalls.base64_to_raw(layer_data).decompress(expected_size, compression_type)
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@ -1220,7 +1227,7 @@ func validate_layer(layer):
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print_error("Invalid data layer property.")
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return ERR_INVALID_DATA
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if "compression" in layer:
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if layer.compression != "gzip" and layer.compression != "zlib":
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if layer.compression != "gzip" and layer.compression != "zlib" and layer.compression != "zstd":
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print_error("Invalid compression type.")
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return ERR_INVALID_DATA
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"imagelayer":
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|
@ -247,7 +247,7 @@ func parse_tile_data(parser):
|
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var prop_data = parse_properties(parser)
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data["properties"] = prop_data.properties
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data["propertytypes"] = prop_data.propertytypes
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|
||||
|
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elif parser.get_node_name() == "animation":
|
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var frame_list = []
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var err2 = parser.read()
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@ -265,7 +265,7 @@ func parse_tile_data(parser):
|
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if parser.get_node_name() == "animation":
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break
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err2 = parser.read()
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data["animation"] = frame_list
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||||
|
||||
err = parser.read()
|
||||
|
BIN
godot/assets/blocks/blocks-coin.png
(Stored with Git LFS)
Normal file
BIN
godot/assets/blocks/blocks-coin.png
(Stored with Git LFS)
Normal file
Binary file not shown.
35
godot/assets/blocks/blocks-coin.png.import
Normal file
35
godot/assets/blocks/blocks-coin.png.import
Normal file
@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/blocks-coin.png-e02d021b2492bebc2d42f6607de594d0.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/blocks/blocks-coin.png"
|
||||
dest_files=[ "res://.import/blocks-coin.png-e02d021b2492bebc2d42f6607de594d0.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=false
|
||||
svg/scale=1.0
|
BIN
godot/assets/blocks/blocks-exclamation.png
(Stored with Git LFS)
Normal file
BIN
godot/assets/blocks/blocks-exclamation.png
(Stored with Git LFS)
Normal file
Binary file not shown.
35
godot/assets/blocks/blocks-exclamation.png.import
Normal file
35
godot/assets/blocks/blocks-exclamation.png.import
Normal file
@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/blocks-exclamation.png-3d4ad82f7288be44d67e956f3c0bebbc.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/blocks/blocks-exclamation.png"
|
||||
dest_files=[ "res://.import/blocks-exclamation.png-3d4ad82f7288be44d67e956f3c0bebbc.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=false
|
||||
svg/scale=1.0
|
BIN
godot/assets/blocks/blocks-lock.png
(Stored with Git LFS)
Normal file
BIN
godot/assets/blocks/blocks-lock.png
(Stored with Git LFS)
Normal file
Binary file not shown.
35
godot/assets/blocks/blocks-lock.png.import
Normal file
35
godot/assets/blocks/blocks-lock.png.import
Normal file
@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/blocks-lock.png-e62b69c90efbafbcd301ed5c5a597fa0.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/blocks/blocks-lock.png"
|
||||
dest_files=[ "res://.import/blocks-lock.png-e62b69c90efbafbcd301ed5c5a597fa0.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=false
|
||||
svg/scale=1.0
|
BIN
godot/assets/blocks/blocks-normal.png
(Stored with Git LFS)
Normal file
BIN
godot/assets/blocks/blocks-normal.png
(Stored with Git LFS)
Normal file
Binary file not shown.
35
godot/assets/blocks/blocks-normal.png.import
Normal file
35
godot/assets/blocks/blocks-normal.png.import
Normal file
@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/blocks-normal.png-4af7780b7fe056a41734dfa530cd81c4.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/blocks/blocks-normal.png"
|
||||
dest_files=[ "res://.import/blocks-normal.png-4af7780b7fe056a41734dfa530cd81c4.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
compress/normal_map=0
|
||||
flags/repeat=0
|
||||
flags/filter=false
|
||||
flags/mipmaps=false
|
||||
flags/anisotropic=false
|
||||
flags/srgb=2
|
||||
process/fix_alpha_border=true
|
||||
process/premult_alpha=false
|
||||
process/HDR_as_SRGB=false
|
||||
process/invert_color=false
|
||||
process/normal_map_invert_y=false
|
||||
stream=false
|
||||
size_limit=0
|
||||
detect_3d=false
|
||||
svg/scale=1.0
|
BIN
godot/assets/button.png
(Stored with Git LFS)
Normal file
BIN
godot/assets/button.png
(Stored with Git LFS)
Normal file
Binary file not shown.
35
godot/assets/button.png.import
Normal file
35
godot/assets/button.png.import
Normal file
@ -0,0 +1,35 @@
|
||||
[remap]
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/button.png-c79155b6e84601a7c5a042250ad77b07.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/button.png"
|
||||
dest_files=[ "res://.import/button.png-c79155b6e84601a7c5a042250ad77b07.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
compress/mode=0
|
||||
compress/lossy_quality=0.7
|
||||
compress/hdr_mode=0
|
||||
compress/bptc_ldr=0
|
||||
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Normal file
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||||
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|
||||
library = ExtResource( 1 )
|
8
godot/characters/player/states/Move.gdns
Normal file
8
godot/characters/player/states/Move.gdns
Normal file
@ -0,0 +1,8 @@
|
||||
[gd_resource type="NativeScript" load_steps=2 format=2]
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||||
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||||
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||||
[resource]
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||||
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||||
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@ -1,7 +0,0 @@
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||||
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7
godot/gdnative/alai.tres
Normal file
7
godot/gdnative/alai.tres
Normal file
@ -0,0 +1,7 @@
|
||||
[gd_resource type="GDNativeLibrary" format=2]
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||||
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||||
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||||
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|
||||
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|
||||
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||||
dependency/X11.64 = [ ]
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@ -1,7 +0,0 @@
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||||
[gd_resource type="GDNativeLibrary" format=2]
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||||
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entry/X11.64 = "res://gdnative/linux.64/libjuego.so"
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||||
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@ -20,7 +20,7 @@ compress/hdr_mode=0
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29
godot/levels/Level2.tmx
Normal file
29
godot/levels/Level2.tmx
Normal file
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collision_layer=2
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||||
collision_mask=0
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||||
embed_internal_images=false
|
||||
save_tiled_properties=false
|
||||
add_background=true
|
@ -1,24 +1,22 @@
|
||||
[gd_scene load_steps=4 format=2]
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||||
[gd_scene load_steps=5 format=2]
|
||||
|
||||
[ext_resource path="res://assets/backgrounds/snow.png" type="Texture" id=1]
|
||||
[ext_resource path="res://levels/level02.tmx" type="PackedScene" id=2]
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||||
[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=4]
|
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[ext_resource path="res://CameraLimit.gdns" type="Script" id=1]
|
||||
[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2]
|
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[ext_resource path="res://assets/backgrounds/hills.png" type="Texture" id=3]
|
||||
[ext_resource path="res://levels/Level2.tmx" type="PackedScene" id=4]
|
||||
|
||||
[node name="Level 1" type="Node2D"]
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[node name="Level2" type="Node2D"]
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[node name="Player" parent="." instance=ExtResource( 4 )]
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position = Vector2( 8, 5 )
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[node name="Player" parent="." instance=ExtResource( 2 )]
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[node name="Camera2D" type="Camera2D" parent="Player"]
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current = true
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limit_left = 0
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limit_top = 0
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limit_right = 2304
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limit_bottom = 576
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limit_right = 512
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limit_bottom = 288
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drag_margin_h_enabled = true
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drag_margin_v_enabled = true
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||||
editor_draw_limits = true
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editor_draw_drag_margin = true
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__meta__ = {
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"_edit_bone_": true
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}
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@ -29,14 +27,15 @@ rect = Rect2( 0, 0, 24, 24 )
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[node name="ParallaxBackground" type="ParallaxBackground" parent="."]
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[node name="ParallaxLayer" type="ParallaxLayer" parent="ParallaxBackground"]
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motion_scale = Vector2( 0.2, 1 )
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motion_scale = Vector2( 0.2, 0.2 )
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motion_offset = Vector2( 0, -288 )
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motion_mirroring = Vector2( 528, 0 )
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[node name="Sprite" type="Sprite" parent="ParallaxBackground/ParallaxLayer"]
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texture = ExtResource( 1 )
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texture = ExtResource( 3 )
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centered = false
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[node name="Map" type="Node2D" parent="."]
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position = Vector2( 0, 18 )
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[node name="level02" parent="Map" instance=ExtResource( 2 )]
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[node name="Level2" parent="Map" instance=ExtResource( 4 )]
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script = ExtResource( 1 )
|
32
godot/levels/Prototype.tmx
Normal file
32
godot/levels/Prototype.tmx
Normal file
@ -0,0 +1,32 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<tileset firstgid="1" source="../tilesets/tiles.tsx"/>
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<layer id="2" name="Background" width="128" height="32">
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<data encoding="base64" compression="zstd">
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</data>
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</layer>
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<layer id="7" name="MiddleBackground" width="128" height="32">
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<data encoding="base64" compression="zstd">
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KLUv/WAAP00AAAgAAQD8H94JAQ==
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||||
</data>
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</layer>
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<layer id="1" name="Middleground" width="128" height="32">
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<data encoding="base64" compression="zstd">
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</data>
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</layer>
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<layer id="5" name="MiddleForeground" width="128" height="32">
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<data encoding="base64" compression="zstd">
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KLUv/WAAP3UAABgAOAACABtBhdwc3rEB
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</data>
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</layer>
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<layer id="3" name="Foreground" width="128" height="32">
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<data encoding="base64" compression="zstd">
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KLUv/WAAP+UCAHgAIwA3AGtGNzgAWjduIkoioGD5EAMMXLoGfShQn+oDTEcRNepUmq0wC6aVCsZisJoIqwOgVkFZmtHmGW5aSpVU0I02zg9VHyYlztrUaaKrOaDf/arsQw06wA8U
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</data>
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<object id="2" type="one-way" x="150.727" y="413.818" width="33.8182" height="15.4545"/>
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</objectgroup>
|
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</map>
|
23
godot/levels/Prototype.tmx.import
Normal file
23
godot/levels/Prototype.tmx.import
Normal file
@ -0,0 +1,23 @@
|
||||
[remap]
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||||
importer="vnen.tiled_importer"
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||||
type="PackedScene"
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||||
path="res://.import/Prototype.tmx-1674122a110386791b767b1f6628b68b.scn"
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||||
|
||||
[deps]
|
||||
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source_file="res://levels/Prototype.tmx"
|
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dest_files=[ "res://.import/Prototype.tmx-1674122a110386791b767b1f6628b68b.scn" ]
|
||||
|
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[params]
|
||||
|
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custom_properties=true
|
||||
tile_metadata=false
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||||
uv_clip=true
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||||
image_flags=7
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collision_layer=2
|
||||
collision_mask=0
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||||
embed_internal_images=false
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save_tiled_properties=false
|
||||
add_background=true
|
||||
post_import_script=""
|
41
godot/levels/Prototype.tscn
Normal file
41
godot/levels/Prototype.tscn
Normal file
@ -0,0 +1,41 @@
|
||||
[gd_scene load_steps=5 format=2]
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||||
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[ext_resource path="res://CameraLimit.gdns" type="Script" id=1]
|
||||
[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2]
|
||||
[ext_resource path="res://levels/Prototype.tmx" type="PackedScene" id=3]
|
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[ext_resource path="res://assets/backgrounds/mountains.png" type="Texture" id=4]
|
||||
|
||||
[node name="Prototype" type="Node2D"]
|
||||
|
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[node name="Player" parent="." instance=ExtResource( 2 )]
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||||
|
||||
[node name="Camera2D" type="Camera2D" parent="Player"]
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current = true
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||||
limit_left = 0
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limit_top = 0
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limit_right = 512
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||||
limit_bottom = 288
|
||||
drag_margin_h_enabled = true
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||||
drag_margin_v_enabled = true
|
||||
__meta__ = {
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"_edit_bone_": true
|
||||
}
|
||||
|
||||
[node name="VisibilityNotifier2D" type="VisibilityNotifier2D" parent="Player/Camera2D"]
|
||||
rect = Rect2( 0, 0, 24, 24 )
|
||||
|
||||
[node name="ParallaxBackground" type="ParallaxBackground" parent="."]
|
||||
|
||||
[node name="ParallaxLayer" type="ParallaxLayer" parent="ParallaxBackground"]
|
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motion_scale = Vector2( 0.2, 0.1 )
|
||||
motion_offset = Vector2( 0, -288 )
|
||||
motion_mirroring = Vector2( 528, 0 )
|
||||
|
||||
[node name="Sprite" type="Sprite" parent="ParallaxBackground/ParallaxLayer"]
|
||||
texture = ExtResource( 4 )
|
||||
centered = false
|
||||
|
||||
[node name="Map" type="Node2D" parent="."]
|
||||
|
||||
[node name="Prototype" parent="Map" instance=ExtResource( 3 )]
|
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script = ExtResource( 1 )
|
@ -1,112 +0,0 @@
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||||
<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.8" tiledversion="1.8.4" orientation="orthogonal" renderorder="right-down" width="128" height="32" tilewidth="18" tileheight="18" infinite="0" nextlayerid="4" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../tilesets/tiles.tsx"/>
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<layer id="2" name="Background" width="128" height="32">
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12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,
|
||||
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,
|
||||
12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12,12
|
||||
</data>
|
||||
<data encoding="base64" compression="zstd">
|
||||
KLUv/WBAB50AADAKAAAACwwDAGRAJQSmm9e/IwI=
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
|
@ -2,31 +2,8 @@
|
||||
<map version="1.8" tiledversion="1.8.4" orientation="orthogonal" renderorder="right-down" width="22" height="24" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../tilesets/backgrounds.tsx"/>
|
||||
<layer id="1" name="Tile Layer 1" width="22" height="24">
|
||||
<data encoding="csv">
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,
|
||||
5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,5,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,
|
||||
6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6
|
||||
</data>
|
||||
<data encoding="base64" compression="zstd">
|
||||
KLUv/WBAB50AADAEAAAABQYDAGRAJQSmm9e/IwI=
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
|
@ -2,31 +2,8 @@
|
||||
<map version="1.8" tiledversion="1.8.4" orientation="orthogonal" renderorder="right-down" width="22" height="24" tilewidth="24" tileheight="24" infinite="0" nextlayerid="2" nextobjectid="1">
|
||||
<tileset firstgid="1" source="../tilesets/backgrounds.tsx"/>
|
||||
<layer id="1" name="Tile Layer 1" width="22" height="24">
|
||||
<data encoding="csv">
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,7,
|
||||
8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,8,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,
|
||||
9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9,9
|
||||
</data>
|
||||
<data encoding="base64" compression="zstd">
|
||||
KLUv/WBAB50AADAHAAAACAkDAGRAJQSmm9e/IwI=
|
||||
</data>
|
||||
</layer>
|
||||
</map>
|
||||
|
@ -10,7 +10,8 @@ config_version=4
|
||||
|
||||
[application]
|
||||
|
||||
config/name="Juego"
|
||||
config/name="Alai"
|
||||
config/description="This game is for testing an Artificial Intelligence."
|
||||
run/main_scene="res://Main.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
@ -21,6 +22,10 @@ window/size/height=288
|
||||
window/stretch/mode="viewport"
|
||||
window/stretch/aspect="keep"
|
||||
|
||||
[editor]
|
||||
|
||||
scene/scene_naming=1
|
||||
|
||||
[editor_plugins]
|
||||
|
||||
enabled=PoolStringArray( "res://addons/vnen.tiled_importer/plugin.cfg" )
|
||||
@ -48,6 +53,18 @@ texture={
|
||||
"stream": false,
|
||||
"svg/scale": 1.0
|
||||
}
|
||||
vnen.tiled_importer={
|
||||
"add_background": true,
|
||||
"collision_layer": 2,
|
||||
"collision_mask": 0,
|
||||
"custom_properties": true,
|
||||
"embed_internal_images": false,
|
||||
"image_flags": 7,
|
||||
"post_import_script": "",
|
||||
"save_tiled_properties": false,
|
||||
"tile_metadata": false,
|
||||
"uv_clip": true
|
||||
}
|
||||
|
||||
[input]
|
||||
|
||||
@ -74,14 +91,25 @@ right={
|
||||
]
|
||||
}
|
||||
|
||||
[layer_names]
|
||||
|
||||
2d_physics/layer_1="Player"
|
||||
2d_physics/layer_2="Tiles"
|
||||
|
||||
[physics]
|
||||
|
||||
common/enable_pause_aware_picking=true
|
||||
2d/cell_size=18
|
||||
|
||||
[rendering]
|
||||
|
||||
environment/default_environment="res://default_env.tres"
|
||||
2d/snapping/use_gpu_pixel_snap=true
|
||||
misc/lossless_compression/force_png=true
|
||||
|
||||
[tiled_importer]
|
||||
|
||||
enable_json_format=false
|
||||
|
||||
[world]
|
||||
|
||||
2d/cell_size=18
|
||||
|
8
godot/state_machine/State.gdns
Normal file
8
godot/state_machine/State.gdns
Normal file
@ -0,0 +1,8 @@
|
||||
[gd_resource type="NativeScript" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
|
||||
|
||||
[resource]
|
||||
resource_name = "State"
|
||||
class_name = "State"
|
||||
library = ExtResource( 1 )
|
8
godot/state_machine/StateMachine.gdns
Normal file
8
godot/state_machine/StateMachine.gdns
Normal file
@ -0,0 +1,8 @@
|
||||
[gd_resource type="NativeScript" load_steps=2 format=2]
|
||||
|
||||
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
|
||||
|
||||
[resource]
|
||||
resource_name = "StateMachine"
|
||||
class_name = "StateMachine"
|
||||
library = ExtResource( 1 )
|
@ -1,4 +1,5 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.8" tiledversion="1.8.4" name="backgrounds" tilewidth="24" tileheight="24" tilecount="12" columns="6">
|
||||
<transformations hflip="0" vflip="1" rotate="0" preferuntransformed="0"/>
|
||||
<image source="../assets/backgrounds/backgrounds.png" width="144" height="48"/>
|
||||
</tileset>
|
||||
|
@ -1,5 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<tileset version="1.8" tiledversion="1.8.4" name="tiles" tilewidth="18" tileheight="18" tilecount="180" columns="20">
|
||||
<transformations hflip="1" vflip="1" rotate="0" preferuntransformed="0"/>
|
||||
<image source="../assets/tiles/tiles.png" width="360" height="162"/>
|
||||
<tile id="0">
|
||||
<objectgroup draworder="index" id="2">
|
||||
@ -21,11 +22,56 @@
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="4">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="5">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="6">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="9">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="10">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="11">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="12">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="13">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="14">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="15">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="20">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
@ -46,21 +92,46 @@
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="24">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="25">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="26">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="29">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="30">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="31">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="33">
|
||||
<animation>
|
||||
<frame tileid="33" duration="150"/>
|
||||
<frame tileid="53" duration="150"/>
|
||||
<frame tileid="33" duration="300"/>
|
||||
<frame tileid="53" duration="300"/>
|
||||
</animation>
|
||||
</tile>
|
||||
<tile id="34">
|
||||
<animation>
|
||||
<frame tileid="34" duration="150"/>
|
||||
<frame tileid="35" duration="150"/>
|
||||
<frame tileid="34" duration="300"/>
|
||||
<frame tileid="35" duration="300"/>
|
||||
</animation>
|
||||
</tile>
|
||||
<tile id="40">
|
||||
@ -105,8 +176,8 @@
|
||||
</tile>
|
||||
<tile id="54">
|
||||
<animation>
|
||||
<frame tileid="54" duration="150"/>
|
||||
<frame tileid="55" duration="150"/>
|
||||
<frame tileid="54" duration="300"/>
|
||||
<frame tileid="55" duration="300"/>
|
||||
</animation>
|
||||
</tile>
|
||||
<tile id="60">
|
||||
@ -129,10 +200,15 @@
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="68">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="9" width="18" height="9"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="74">
|
||||
<animation>
|
||||
<frame tileid="74" duration="150"/>
|
||||
<frame tileid="75" duration="150"/>
|
||||
<frame tileid="74" duration="300"/>
|
||||
<frame tileid="75" duration="300"/>
|
||||
</animation>
|
||||
</tile>
|
||||
<tile id="80">
|
||||
@ -155,6 +231,38 @@
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="90">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="2" width="6" height="14"/>
|
||||
<object id="2" type="one-way" x="6" y="6" width="12" height="6"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="91">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" type="one-way" x="0" y="6" width="18" height="6"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="92">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="12" y="2" width="6" height="14"/>
|
||||
<object id="2" type="one-way" x="0" y="6" width="12" height="6"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="93">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="94">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="95">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="100">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
@ -182,10 +290,25 @@
|
||||
</tile>
|
||||
<tile id="111">
|
||||
<animation>
|
||||
<frame tileid="111" duration="200"/>
|
||||
<frame tileid="112" duration="200"/>
|
||||
<frame tileid="111" duration="300"/>
|
||||
<frame tileid="112" duration="300"/>
|
||||
</animation>
|
||||
</tile>
|
||||
<tile id="113">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="114">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="115">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="120">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
@ -206,6 +329,26 @@
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="132">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="133">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="134">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="135">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="140">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
@ -226,10 +369,20 @@
|
||||
<object id="1" x="0" y="0" width="18" height="18"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="146">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" type="one-way" x="0" y="0" width="18" height="10"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="147">
|
||||
<objectgroup draworder="index" id="2">
|
||||
<object id="1" type="one-way" x="0" y="0" width="18" height="10"/>
|
||||
</objectgroup>
|
||||
</tile>
|
||||
<tile id="151">
|
||||
<animation>
|
||||
<frame tileid="151" duration="210"/>
|
||||
<frame tileid="152" duration="210"/>
|
||||
<frame tileid="151" duration="300"/>
|
||||
<frame tileid="152" duration="300"/>
|
||||
</animation>
|
||||
</tile>
|
||||
</tileset>
|
||||
|
52
src/CameraLimit.cpp
Normal file
52
src/CameraLimit.cpp
Normal file
@ -0,0 +1,52 @@
|
||||
#include "CameraLimit.h"
|
||||
|
||||
#include <SceneTree.hpp>
|
||||
#include <TileMap.hpp>
|
||||
#include <Camera2D.hpp>
|
||||
#include <Viewport.hpp>
|
||||
#include <Node.hpp>
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void CameraLimit::_register_methods()
|
||||
{
|
||||
register_method("_ready", &CameraLimit::_ready);
|
||||
}
|
||||
|
||||
CameraLimit::CameraLimit()
|
||||
{
|
||||
}
|
||||
|
||||
CameraLimit::~CameraLimit()
|
||||
{
|
||||
}
|
||||
|
||||
void CameraLimit::_init()
|
||||
{
|
||||
}
|
||||
|
||||
void CameraLimit::_ready()
|
||||
{
|
||||
auto node = find_node("Middleground");
|
||||
auto middle_ground = cast_to<TileMap>(node);
|
||||
if (middle_ground != NULL)
|
||||
{
|
||||
auto used_rect = middle_ground->get_used_rect();
|
||||
auto bounds = Vector2(used_rect.position.x + used_rect.size.x, used_rect.position.y + used_rect.size.y - 1);
|
||||
node = get_tree()->get_root()->find_node("Camera2D", true, false);
|
||||
auto camera = cast_to<Camera2D>(node);
|
||||
if (camera != NULL)
|
||||
{
|
||||
camera->set_limit(2, bounds.x * middle_ground->get_cell_size().x);
|
||||
camera->set_limit(3, bounds.y * middle_ground->get_cell_size().y);
|
||||
}
|
||||
else
|
||||
{
|
||||
ERR_PRINT("Could not find Camera2D node!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ERR_PRINT("Could not find Middleground node!");
|
||||
}
|
||||
}
|
48
src/CameraLimit.h
Normal file
48
src/CameraLimit.h
Normal file
@ -0,0 +1,48 @@
|
||||
#ifndef ALAI_CAMERA_LIMIT_H
|
||||
#define ALAI_CAMERA_LIMIT_H
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node2D.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
class CameraLimit: public Node2D
|
||||
{
|
||||
GODOT_CLASS(CameraLimit, Node2D)
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Camera Limit object.
|
||||
*
|
||||
*/
|
||||
CameraLimit();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Camera Limit object.
|
||||
*
|
||||
*/
|
||||
~CameraLimit();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Code to be run when ready.
|
||||
*
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
};
|
||||
}
|
||||
#endif
|
54
src/Main.cpp
54
src/Main.cpp
@ -3,14 +3,16 @@
|
||||
#include <SceneTree.hpp>
|
||||
|
||||
using namespace godot;
|
||||
using namespace main;
|
||||
|
||||
void Main::_register_methods()
|
||||
{
|
||||
register_method("_ready", &Main::_ready);
|
||||
register_method("_physics_process", &Main::_physics_process);
|
||||
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, JUEGO_MAIN_FULL_SCREEN);
|
||||
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, JUEGO_MAIN_WINDOW_SIZE);
|
||||
register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, JUEGO_MAIN_LAUNCH_SCREEN);
|
||||
register_property<Main, Ref<PackedScene>>("level", &Main::set_level, &Main::get_level, NULL, GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("PackedScene"));
|
||||
register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, main::full_screen);
|
||||
register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, main::window_size);
|
||||
register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, main::launch_screen);
|
||||
}
|
||||
|
||||
Main::Main()
|
||||
@ -26,9 +28,9 @@ void Main::_init()
|
||||
_os = OS::get_singleton();
|
||||
_input = Input::get_singleton();
|
||||
|
||||
full_screen = JUEGO_MAIN_FULL_SCREEN;
|
||||
window_size = JUEGO_MAIN_WINDOW_SIZE;
|
||||
launch_screen = JUEGO_MAIN_LAUNCH_SCREEN;
|
||||
full_screen = main::full_screen;
|
||||
window_size = main::window_size;
|
||||
launch_screen = main::launch_screen;
|
||||
}
|
||||
|
||||
void Main::_ready()
|
||||
@ -39,17 +41,15 @@ void Main::_ready()
|
||||
}
|
||||
else
|
||||
{
|
||||
String resolution = String("Resolution before: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
|
||||
Godot::print(resolution);
|
||||
|
||||
_os->set_window_size(window_size);
|
||||
_os->set_window_position(
|
||||
_os->get_screen_position(get_launch_screen()) + _os->get_screen_size() * 0.5 - _os->get_window_size() * 0.5
|
||||
);
|
||||
}
|
||||
|
||||
resolution = String("Resolution after: " + String().num(_os->get_window_size().x) + "x" + String().num(_os->get_window_size().y));
|
||||
|
||||
Godot::print(resolution);
|
||||
if (level != NULL)
|
||||
{
|
||||
add_child(level->instance());
|
||||
}
|
||||
}
|
||||
|
||||
@ -61,39 +61,49 @@ void Main::_physics_process(float delta)
|
||||
}
|
||||
}
|
||||
|
||||
void Main::set_full_screen(bool new_full_screen)
|
||||
void Main::set_level(Ref<PackedScene> level)
|
||||
{
|
||||
full_screen = new_full_screen;
|
||||
this->level = level;
|
||||
}
|
||||
|
||||
Ref<PackedScene> Main::get_level()
|
||||
{
|
||||
return this->level;
|
||||
}
|
||||
|
||||
void Main::set_full_screen(bool full_screen)
|
||||
{
|
||||
this->full_screen = full_screen;
|
||||
}
|
||||
|
||||
bool Main::get_full_screen()
|
||||
{
|
||||
return full_screen;
|
||||
return this->full_screen;
|
||||
}
|
||||
|
||||
void Main::set_window_size(Vector2 new_window_size)
|
||||
void Main::set_window_size(Vector2 window_size)
|
||||
{
|
||||
window_size = new_window_size;
|
||||
this-> window_size = window_size;
|
||||
}
|
||||
|
||||
Vector2 Main::get_window_size()
|
||||
{
|
||||
return window_size;
|
||||
return this->window_size;
|
||||
}
|
||||
|
||||
void Main::set_launch_screen(int8_t new_launch_screen)
|
||||
void Main::set_launch_screen(int8_t launch_screen)
|
||||
{
|
||||
launch_screen = new_launch_screen;
|
||||
this->launch_screen = launch_screen;
|
||||
}
|
||||
|
||||
int8_t Main::get_launch_screen()
|
||||
{
|
||||
if (launch_screen == -1)
|
||||
if (this->launch_screen == -1)
|
||||
{
|
||||
return _os->get_current_screen();
|
||||
}
|
||||
else
|
||||
{
|
||||
return launch_screen;
|
||||
return this->launch_screen;
|
||||
}
|
||||
}
|
||||
|
186
src/Main.h
Normal file
186
src/Main.h
Normal file
@ -0,0 +1,186 @@
|
||||
#ifndef ALAI_MAIN_H
|
||||
#define ALAI_MAIN_H
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <OS.hpp>
|
||||
#include <Input.hpp>
|
||||
#include <PackedScene.hpp>
|
||||
#include <Ref.hpp>
|
||||
|
||||
/**
|
||||
* @brief This is the godot namespace for all the code included in the library.
|
||||
*
|
||||
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
|
||||
*/
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This namespace houses some global variables and the main class.
|
||||
*
|
||||
*/
|
||||
namespace main
|
||||
{
|
||||
/**
|
||||
* @brief The default value for if the game should start in full screen.
|
||||
*
|
||||
*/
|
||||
const bool full_screen = false;
|
||||
/**
|
||||
* @brief The default resolution for the game window.
|
||||
*
|
||||
*/
|
||||
const Vector2 window_size = Vector2(1280, 720);
|
||||
/**
|
||||
* @brief The default screen the the game should open on.
|
||||
*
|
||||
* @details -1 opens it on the currently active screen. And 0 and above are the screens to use.
|
||||
*/
|
||||
const int8_t launch_screen = -1;
|
||||
|
||||
/**
|
||||
* @brief This class controls the Main node.
|
||||
*
|
||||
* @details The main node is responsible for controling the window and the game iteself is a child of it.
|
||||
*/
|
||||
class Main : public Node
|
||||
{
|
||||
GODOT_CLASS(Main, Node)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief OS singleton.
|
||||
*
|
||||
*/
|
||||
OS *_os;
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*
|
||||
*/
|
||||
Input *_input;
|
||||
|
||||
/**
|
||||
* @brief The first level to load
|
||||
*
|
||||
*/
|
||||
Ref<PackedScene> level;
|
||||
/**
|
||||
* @brief If the window is full screen or not.
|
||||
*
|
||||
*/
|
||||
bool full_screen;
|
||||
/**
|
||||
* @brief The size of the window.
|
||||
*
|
||||
*/
|
||||
Vector2 window_size;
|
||||
/**
|
||||
* @brief The screen to launch the game on.
|
||||
*
|
||||
*/
|
||||
int8_t launch_screen;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Main object.
|
||||
*
|
||||
*/
|
||||
Main();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Main object.
|
||||
*
|
||||
*/
|
||||
~Main();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Code to be run when ready.
|
||||
*
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
|
||||
/**
|
||||
* @brief This class handles the physics processing.
|
||||
*
|
||||
* @details Every delta time, this function is called to check for input and update positioning.
|
||||
*
|
||||
* @param[in] delta The difference in time that passed since the last call to this method.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
|
||||
/**
|
||||
* @brief Set the level object.
|
||||
*
|
||||
* @param[in] level The new level to load when starting.
|
||||
*/
|
||||
void set_level(Ref<PackedScene> level);
|
||||
|
||||
/**
|
||||
* @brief Get the level object.
|
||||
*
|
||||
* @return Ref<PackedScene> The level scene to load.
|
||||
*/
|
||||
Ref<PackedScene> get_level();
|
||||
|
||||
/**
|
||||
* @brief Set the full screen object.
|
||||
*
|
||||
* @param[in] full_screen The new full screen state.
|
||||
*/
|
||||
void set_full_screen(bool full_screen);
|
||||
|
||||
/**
|
||||
* @brief Get the full screen object.
|
||||
*
|
||||
* @return true If full screen.
|
||||
* @return false If not full screen.
|
||||
*/
|
||||
bool get_full_screen();
|
||||
|
||||
/**
|
||||
* @brief Set the window size object.
|
||||
*
|
||||
* @param[in] window_size The new window size.
|
||||
*/
|
||||
void set_window_size(Vector2 window_size);
|
||||
|
||||
/**
|
||||
* @brief Get the window size object.
|
||||
*
|
||||
* @return Vector2 The window size.
|
||||
*/
|
||||
Vector2 get_window_size();
|
||||
|
||||
/**
|
||||
* @brief Set the launch screen object.
|
||||
*
|
||||
* @param[in] launch_screen The launch screen to use.
|
||||
*/
|
||||
void set_launch_screen(int8_t launch_screen);
|
||||
|
||||
/**
|
||||
* @brief Get the launch screen object.
|
||||
*
|
||||
* @return int8_t The launch screen.
|
||||
*/
|
||||
int8_t get_launch_screen();
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
@ -1,15 +1,30 @@
|
||||
#include <Godot.hpp>
|
||||
|
||||
#include "state_machine/StateMachine.h"
|
||||
#include "state_machine/State.h"
|
||||
#include "Main.h"
|
||||
#include "Player.h"
|
||||
#include "CameraLimit.h"
|
||||
#include "player/Player.h"
|
||||
#include "player/states/PlayerIdle.h"
|
||||
#include "player/states/PlayerMove.h"
|
||||
#include "player/states/PlayerJump.h"
|
||||
#include "player/states/PlayerFall.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
/**
|
||||
* @brief This function connects the gdnative init function.
|
||||
*
|
||||
*/
|
||||
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
|
||||
{
|
||||
Godot::gdnative_init(o);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief This function connects the gdnative terminate function.
|
||||
*
|
||||
*/
|
||||
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o)
|
||||
{
|
||||
// This next line is a workaround to fix bug:
|
||||
@ -18,9 +33,20 @@ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_opt
|
||||
Godot::gdnative_terminate(o);
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief This function connects the init methods in the classes to godot's gdnative.
|
||||
*
|
||||
*/
|
||||
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
|
||||
{
|
||||
Godot::nativescript_init(handle);
|
||||
register_class<Main>();
|
||||
register_class<Player>();
|
||||
register_class<StateMachine>();
|
||||
register_class<State>();
|
||||
register_class<main::Main>();
|
||||
register_class<CameraLimit>();
|
||||
register_class<player::Player>();
|
||||
register_class<player::PlayerIdle>();
|
||||
register_class<player::PlayerMove>();
|
||||
register_class<player::PlayerJump>();
|
||||
register_class<player::PlayerFall>();
|
||||
}
|
||||
|
@ -1,143 +0,0 @@
|
||||
#ifndef JUEGO_MAIN_H
|
||||
#define JUEGO_MAIN_H
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
#include <OS.hpp>
|
||||
#include <Input.hpp>
|
||||
|
||||
/**
|
||||
* @brief If the game should be full screen or not by default.
|
||||
*/
|
||||
#define JUEGO_MAIN_FULL_SCREEN false
|
||||
/**
|
||||
* @brief The default size of the window.
|
||||
* @details This is ignored if full screen is true.
|
||||
*/
|
||||
#define JUEGO_MAIN_WINDOW_SIZE Vector2(1280, 720)
|
||||
/**
|
||||
* @brief Which screen to launch the game on.
|
||||
* @details If -1 it will launch the game on the "active" screen. Anything between 0 and N represents the screen number to show the game on when opened.
|
||||
*/
|
||||
#define JUEGO_MAIN_LAUNCH_SCREEN -1
|
||||
|
||||
/**
|
||||
* @brief This is the godot namespace for all the code included in the library.
|
||||
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
|
||||
*/
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class controls the Main node.
|
||||
* @details The main node is responsible for controling the window and the game iteself is a child of it.
|
||||
*/
|
||||
class Main : public Node
|
||||
{
|
||||
GODOT_CLASS(Main, Node)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief OS singleton.
|
||||
*/
|
||||
OS *_os;
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*/
|
||||
Input *_input;
|
||||
|
||||
/**
|
||||
* @brief If the window is full screen or not.
|
||||
*/
|
||||
bool full_screen;
|
||||
/**
|
||||
* @brief The size of the window.
|
||||
*/
|
||||
Vector2 window_size;
|
||||
/**
|
||||
* @brief The screen to launch the game on.
|
||||
*/
|
||||
int8_t launch_screen;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Main object.
|
||||
*/
|
||||
Main();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Main object.
|
||||
*/
|
||||
~Main();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Code to be run when ready.
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
|
||||
/**
|
||||
* @brief This class handles the physics processing.
|
||||
* @details Every delta time, this function is called to check for input and update positioning.
|
||||
*
|
||||
* @param[in] delta The difference in time that passed since the last call to this method.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
|
||||
/**
|
||||
* @brief Set the full screen object.
|
||||
*
|
||||
* @param[in] new_full_screen The new full screen state.
|
||||
*/
|
||||
void set_full_screen(bool new_full_screen);
|
||||
|
||||
/**
|
||||
* @brief Get the full screen object.
|
||||
*
|
||||
* @return true If full screen.
|
||||
* @return false If not full screen.
|
||||
*/
|
||||
bool get_full_screen();
|
||||
|
||||
/**
|
||||
* @brief Set the window size object.
|
||||
*
|
||||
* @param[in] new_window_size The new window size.
|
||||
*/
|
||||
void set_window_size(Vector2 new_window_size);
|
||||
|
||||
/**
|
||||
* @brief Get the window size object.
|
||||
*
|
||||
* @return Vector2 The window size.
|
||||
*/
|
||||
Vector2 get_window_size();
|
||||
|
||||
/**
|
||||
* @brief Set the launch screen object.
|
||||
*
|
||||
* @param[in] new_launch_screen The launch screen to use.
|
||||
*/
|
||||
void set_launch_screen(int8_t new_launch_screen);
|
||||
|
||||
/**
|
||||
* @brief Get the launch screen object.
|
||||
*
|
||||
* @return int8_t The launch screen.
|
||||
*/
|
||||
int8_t get_launch_screen();
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
@ -1,219 +0,0 @@
|
||||
#ifndef JUEGO_PLAYER_H
|
||||
#define JUEGO_PLAYER_H
|
||||
|
||||
/**
|
||||
* @brief This resource is loaded by default for the AnimatedSprite node.
|
||||
*/
|
||||
#define JUEGO_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
|
||||
/**
|
||||
* @brief The speed the player should move it.
|
||||
*/
|
||||
#define JUEGO_PLAYER_SPEED 100.0
|
||||
/**
|
||||
* @brief The force applied to the player when jumping.
|
||||
*/
|
||||
#define JUEGO_PLAYER_JUMP_FORCE 300.0
|
||||
/**
|
||||
* @brief The gravity applied to the player.
|
||||
*/
|
||||
#define JUEGO_PLAYER_GRAVITY 9.81
|
||||
/**
|
||||
* @brief The multiplier used to change the speed of the player when running.
|
||||
*/
|
||||
#define JUEGO_PLAYER_RUN_SPEED 2.0
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <KinematicBody2D.hpp>
|
||||
#include <OS.hpp>
|
||||
#include <Sprite.hpp>
|
||||
#include <Vector2.hpp>
|
||||
#include <Input.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
#include <SpriteFrames.hpp>
|
||||
#include <ResourceLoader.hpp>
|
||||
#include <PackedScene.hpp>
|
||||
|
||||
/**
|
||||
* @brief This is the godot namespace for all the code included in the library.
|
||||
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
|
||||
*/
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class is used to control the player.
|
||||
* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
|
||||
*/
|
||||
class Player : public KinematicBody2D
|
||||
{
|
||||
GODOT_CLASS(Player, KinematicBody2D)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief OS singleton.
|
||||
*/
|
||||
OS *_os;
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*/
|
||||
Input *_input;
|
||||
/**
|
||||
* @brief ResourceLoader singleton.
|
||||
*/
|
||||
ResourceLoader *_resource_loader;
|
||||
|
||||
/**
|
||||
* @brief The animated sprite connected to the KinematicBody2D.
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
/**
|
||||
* @brief The sprite frames used in the animated sprite.
|
||||
*/
|
||||
Ref<SpriteFrames> sprite_frames;
|
||||
/**
|
||||
* @brief The coins the player has collected.
|
||||
*/
|
||||
uint8_t coins;
|
||||
/**
|
||||
* @brief The velocity at which moves the player moves.
|
||||
*/
|
||||
Vector2 velocity;
|
||||
/**
|
||||
* @brief The speed that the player moves in.
|
||||
*/
|
||||
float speed;
|
||||
/**
|
||||
* @brief The force applied to the player when jumping.
|
||||
*/
|
||||
float jump_force;
|
||||
/**
|
||||
* @brief The gravity applied to the player.
|
||||
*/
|
||||
float gravity;
|
||||
/**
|
||||
* @brief The speed multiplier used to make the player move faster.
|
||||
*/
|
||||
float run_speed;
|
||||
|
||||
/**
|
||||
* @brief State of jumping of the player. To be replaced with a state machine in the future.
|
||||
*/
|
||||
uint8_t jumping;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Player object.
|
||||
*/
|
||||
Player();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player object.
|
||||
*/
|
||||
~Player();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Code to be run when ready.
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
|
||||
/**
|
||||
* @brief This class handles the physics processing.
|
||||
* @details Every delta time, this function is called to check for input and update positioning.
|
||||
*
|
||||
* @param[in] delta The difference in time that passed since the last call to this method.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
|
||||
/**
|
||||
* @brief Set the sprite frames object.
|
||||
*
|
||||
* @param[in] new_sprite_frames The new sprite frame.
|
||||
*/
|
||||
void set_sprite_frames(Ref<SpriteFrames> new_sprite_frames);
|
||||
|
||||
/**
|
||||
* @brief Get the sprite frames object.
|
||||
*
|
||||
* @return Ref<SpriteFrames> A reference to the sprite frames object.
|
||||
*/
|
||||
Ref<SpriteFrames> get_sprite_frames();
|
||||
|
||||
/**
|
||||
* @brief Set the speed object.
|
||||
*
|
||||
* @param[in] new_speed The new speed.
|
||||
*/
|
||||
void set_speed(float new_speed);
|
||||
|
||||
/**
|
||||
* @brief Get the speed object.
|
||||
*
|
||||
* @return float The current speed of the player.
|
||||
*/
|
||||
float get_speed();
|
||||
|
||||
/**
|
||||
* @brief Set the jump force object.
|
||||
*
|
||||
* @param[in] new_jump_force The new force applied to the player to make him jump.
|
||||
*/
|
||||
void set_jump_force(float new_jump_force);
|
||||
|
||||
/**
|
||||
* @brief Get the jump force object.
|
||||
*
|
||||
* @return float The current force being applied to the player.
|
||||
*/
|
||||
float get_jump_force();
|
||||
|
||||
/**
|
||||
* @brief Set the gravity object.
|
||||
*
|
||||
* @param[in] new_gravity The new gravity to apply to the player.
|
||||
*/
|
||||
void set_gravity(float new_gravity);
|
||||
|
||||
/**
|
||||
* @brief Get the gravity object.
|
||||
*
|
||||
* @return float The current gravity applied to the player.
|
||||
*/
|
||||
float get_gravity();
|
||||
|
||||
/**
|
||||
* @brief Set the run speed object.
|
||||
*
|
||||
* @param[in] new_run_speed The new speed for running.
|
||||
*/
|
||||
void set_run_speed(float new_run_speed);
|
||||
|
||||
/**
|
||||
* @brief Get the run speed object.
|
||||
*
|
||||
* @return float The current run speed of the player.
|
||||
*/
|
||||
float get_run_speed();
|
||||
|
||||
/**
|
||||
* @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);
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
@ -1,4 +1,4 @@
|
||||
#include "Player.h"
|
||||
#include "player/Player.h"
|
||||
|
||||
#include <Camera2D.hpp>
|
||||
#include <TileMap.hpp>
|
||||
@ -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, JUEGO_PLAYER_SPEED);
|
||||
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, JUEGO_PLAYER_JUMP_FORCE);
|
||||
register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, JUEGO_PLAYER_GRAVITY);
|
||||
register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, JUEGO_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(JUEGO_PLAYER_SPRITE_FRAMES);
|
||||
set_speed(JUEGO_PLAYER_SPEED);
|
||||
set_jump_force(JUEGO_PLAYER_JUMP_FORCE);
|
||||
set_gravity(JUEGO_PLAYER_GRAVITY);
|
||||
set_run_speed(JUEGO_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)
|
||||
{
|
||||
@ -181,57 +112,72 @@ void Player::_physics_process(float delta)
|
||||
}
|
||||
}
|
||||
|
||||
void Player::set_sprite_frames(Ref<SpriteFrames> new_sprite_frames)
|
||||
void Player::set_sprite_frames(Ref<SpriteFrames> sprite_frames)
|
||||
{
|
||||
sprite_frames = new_sprite_frames;
|
||||
this->sprite_frames = sprite_frames;
|
||||
}
|
||||
|
||||
Ref<SpriteFrames> Player::get_sprite_frames()
|
||||
{
|
||||
return sprite_frames;
|
||||
return this->sprite_frames;
|
||||
}
|
||||
|
||||
void Player::set_speed(float new_speed)
|
||||
void Player::set_speed(float speed)
|
||||
{
|
||||
speed = new_speed;
|
||||
this->speed = speed;
|
||||
}
|
||||
|
||||
float Player::get_speed()
|
||||
{
|
||||
return speed;
|
||||
return this->speed;
|
||||
}
|
||||
|
||||
void Player::set_jump_force(float new_jump_force)
|
||||
void Player::set_jump_force(float jump_force)
|
||||
{
|
||||
jump_force = new_jump_force;
|
||||
this->jump_force = jump_force;
|
||||
}
|
||||
|
||||
float Player::get_jump_force()
|
||||
{
|
||||
return jump_force;
|
||||
return this->jump_force;
|
||||
}
|
||||
|
||||
void Player::set_gravity(float new_gravity)
|
||||
void Player::set_gravity(float gravity)
|
||||
{
|
||||
gravity = new_gravity;
|
||||
this->gravity = gravity;
|
||||
}
|
||||
|
||||
float Player::get_gravity()
|
||||
{
|
||||
return gravity;
|
||||
return this->gravity;
|
||||
}
|
||||
|
||||
void Player::set_run_speed(float new_run_speed)
|
||||
void Player::set_run_speed(float run_speed)
|
||||
{
|
||||
run_speed = new_run_speed;
|
||||
this->run_speed = run_speed;
|
||||
}
|
||||
|
||||
float Player::get_run_speed()
|
||||
{
|
||||
return run_speed;
|
||||
return this->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;
|
||||
}
|
262
src/player/Player.h
Normal file
262
src/player/Player.h
Normal file
@ -0,0 +1,262 @@
|
||||
#ifndef ALAI_PLAYER_H
|
||||
#define ALAI_PLAYER_H
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <KinematicBody2D.hpp>
|
||||
#include <Sprite.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
#include <SpriteFrames.hpp>
|
||||
#include <ResourceLoader.hpp>
|
||||
|
||||
/**
|
||||
* @brief This is the godot namespace for all the code included in the library.
|
||||
*
|
||||
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
|
||||
*/
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This namespace contains the global variables related to the player and its states.
|
||||
*
|
||||
*/
|
||||
namespace player
|
||||
{
|
||||
/**
|
||||
* @brief The default sprite resource of the player.
|
||||
*
|
||||
*/
|
||||
const char player_sprite_frames[] = "res://characters/player/sprites/green.tres";
|
||||
/**
|
||||
* @brief The default speed of the player.
|
||||
*
|
||||
*/
|
||||
const float speed = 60.0;
|
||||
/**
|
||||
* @brief The default jump force applied when jumping.
|
||||
*
|
||||
*/
|
||||
const float jump_force = 300.0;
|
||||
/**
|
||||
* @brief The default gravity applied to the player.
|
||||
*
|
||||
*/
|
||||
const float gravity = 9.81;
|
||||
/**
|
||||
* @brief The default run speed multiplier.
|
||||
*
|
||||
*/
|
||||
const float run_speed = 2.0;
|
||||
/**
|
||||
* @brief The default double jump activation state.
|
||||
*
|
||||
*/
|
||||
const bool double_jump = true;
|
||||
|
||||
/**
|
||||
* @brief This class is used to control the player.
|
||||
*
|
||||
* @details This class allows the player to move, run, and jump as well as controls the sprite displayed for those actions.
|
||||
*/
|
||||
class Player : public KinematicBody2D
|
||||
{
|
||||
GODOT_CLASS(Player, KinematicBody2D)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief ResourceLoader singleton.
|
||||
*
|
||||
*/
|
||||
ResourceLoader *_resource_loader;
|
||||
|
||||
/**
|
||||
* @brief The animated sprite connected to the KinematicBody2D.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
/**
|
||||
* @brief The sprite frames used in the animated sprite.
|
||||
*
|
||||
*/
|
||||
Ref<SpriteFrames> sprite_frames;
|
||||
/**
|
||||
* @brief The coins the player has collected.
|
||||
*
|
||||
*/
|
||||
uint8_t coins;
|
||||
/**
|
||||
* @brief The velocity at which moves the player moves.
|
||||
*
|
||||
*/
|
||||
Vector2 velocity;
|
||||
/**
|
||||
* @brief The speed that the player moves in.
|
||||
*
|
||||
*/
|
||||
float speed;
|
||||
/**
|
||||
* @brief The force applied to the player when jumping.
|
||||
*
|
||||
*/
|
||||
float jump_force;
|
||||
/**
|
||||
* @brief The gravity applied to the player.
|
||||
*
|
||||
*/
|
||||
float gravity;
|
||||
/**
|
||||
* @brief The speed multiplier used to make the player move faster.
|
||||
*
|
||||
*/
|
||||
float run_speed;
|
||||
/**
|
||||
* @brief If double jump is enabled or not.
|
||||
*
|
||||
*/
|
||||
bool double_jump;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Player object.
|
||||
*
|
||||
*/
|
||||
Player();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player object.
|
||||
*
|
||||
*/
|
||||
~Player();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Code to be run when ready.
|
||||
*
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
|
||||
/**
|
||||
* @brief This class handles the physics processing.
|
||||
*
|
||||
* @details Every delta time, this function is called to check for input and update positioning.
|
||||
*
|
||||
* @param[in] delta The difference in time that passed since the last call to this method.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
|
||||
/**
|
||||
* @brief Set the sprite frames object.
|
||||
*
|
||||
* @param[in] sprite_frames The new sprite frame.
|
||||
*/
|
||||
void set_sprite_frames(Ref<SpriteFrames> sprite_frames);
|
||||
|
||||
/**
|
||||
* @brief Get the sprite frames object.
|
||||
*
|
||||
* @return Ref<SpriteFrames> A reference to the sprite frames object.
|
||||
*/
|
||||
Ref<SpriteFrames> get_sprite_frames();
|
||||
|
||||
/**
|
||||
* @brief Set the speed object.
|
||||
*
|
||||
* @param[in] speed The new speed.
|
||||
*/
|
||||
void set_speed(float speed);
|
||||
|
||||
/**
|
||||
* @brief Get the speed object.
|
||||
*
|
||||
* @return float The current speed of the player.
|
||||
*/
|
||||
float get_speed();
|
||||
|
||||
/**
|
||||
* @brief Set the jump force object.
|
||||
*
|
||||
* @param[in] jump_force The new force applied to the player to make him jump.
|
||||
*/
|
||||
void set_jump_force(float jump_force);
|
||||
|
||||
/**
|
||||
* @brief Get the jump force object.
|
||||
*
|
||||
* @return float The current force being applied to the player.
|
||||
*/
|
||||
float get_jump_force();
|
||||
|
||||
/**
|
||||
* @brief Set the gravity object.
|
||||
*
|
||||
* @param[in] gravity The new gravity to apply to the player.
|
||||
*/
|
||||
void set_gravity(float gravity);
|
||||
|
||||
/**
|
||||
* @brief Get the gravity object.
|
||||
*
|
||||
* @return float The current gravity applied to the player.
|
||||
*/
|
||||
float get_gravity();
|
||||
|
||||
/**
|
||||
* @brief Set the run speed object.
|
||||
*
|
||||
* @param[in] run_speed The new speed for running.
|
||||
*/
|
||||
void set_run_speed(float run_speed);
|
||||
|
||||
/**
|
||||
* @brief Get the run speed object.
|
||||
*
|
||||
* @return float The current run speed of the player.
|
||||
*/
|
||||
float get_run_speed();
|
||||
|
||||
/**
|
||||
* @brief Set the double jump object.
|
||||
*
|
||||
* @param[in] double_jump The new double dump value.
|
||||
*/
|
||||
void set_double_jump(bool double_jump);
|
||||
|
||||
/**
|
||||
* @brief Get the double jump object.
|
||||
*
|
||||
* @return true If double jump is enabled.
|
||||
* @return false If double jump is disabled.
|
||||
*/
|
||||
bool get_double_jump();
|
||||
|
||||
/**
|
||||
* @brief Set the velocity object.
|
||||
*
|
||||
* @param[in] velocity The new velocity of the player.
|
||||
*/
|
||||
void set_velocity(Vector2 velocity);
|
||||
|
||||
/**
|
||||
* @brief Get the velocity object.
|
||||
*
|
||||
* @return Vector2 Returns the velocity of the player.
|
||||
*/
|
||||
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);
|
||||
}
|
89
src/player/states/PlayerFall.h
Normal file
89
src/player/states/PlayerFall.h
Normal file
@ -0,0 +1,89 @@
|
||||
#ifndef JUEGO_PLAYER_FALL_H
|
||||
#define JUEGO_PLAYER_FALL_H
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Input.hpp>
|
||||
#include <AnimatedSprite.hpp>
|
||||
|
||||
/**
|
||||
* @brief This is the godot namespace for all the code included in the library.
|
||||
*
|
||||
* @details This namespace is used a prefix when the Godot engine looks for classes, methods, and properties.
|
||||
*/
|
||||
namespace godot
|
||||
{
|
||||
namespace player
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the player is in a falling state.
|
||||
*
|
||||
*/
|
||||
class PlayerFall : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerFall, State)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*
|
||||
*/
|
||||
Input *_input;
|
||||
|
||||
/**
|
||||
* @brief The animated sprite connected to the player.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Player Fall object.
|
||||
*
|
||||
*/
|
||||
PlayerFall();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player Fall object.
|
||||
*
|
||||
*/
|
||||
~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();
|
||||
|
||||
/**
|
||||
* @brief Called when the fall state is entered.
|
||||
*
|
||||
*/
|
||||
void _state_enter();
|
||||
|
||||
/**
|
||||
* @brief Called when the fall state is exited.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief The physics processed every delta time.
|
||||
*
|
||||
* @param[in] delta The time since the method was last run.
|
||||
*/
|
||||
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;
|
||||
}
|
||||
}
|
84
src/player/states/PlayerIdle.h
Normal file
84
src/player/states/PlayerIdle.h
Normal file
@ -0,0 +1,84 @@
|
||||
#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
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the player is in the idle state.
|
||||
*
|
||||
*/
|
||||
class PlayerIdle : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerIdle, State)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*
|
||||
*/
|
||||
Input *_input;
|
||||
/**
|
||||
* @brief The animated sprite of the player.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Player Idle object.
|
||||
*
|
||||
*/
|
||||
PlayerIdle();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player Idle object.
|
||||
*
|
||||
*/
|
||||
~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();
|
||||
|
||||
/**
|
||||
* @brief Called when the idle state is entered.
|
||||
*
|
||||
*/
|
||||
void _state_enter();
|
||||
|
||||
/**
|
||||
* @brief Called when the idle state is exited.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief The physics processed every delta time.
|
||||
*
|
||||
* @param[in] delta The time since the method was last run.
|
||||
*/
|
||||
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);
|
||||
}
|
91
src/player/states/PlayerJump.h
Normal file
91
src/player/states/PlayerJump.h
Normal file
@ -0,0 +1,91 @@
|
||||
#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
|
||||
{
|
||||
/**
|
||||
* @brief This class control what happens when the player is in the jump state.
|
||||
*
|
||||
*/
|
||||
class PlayerJump : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerJump, State)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*
|
||||
*/
|
||||
Input *_input;
|
||||
/**
|
||||
* @brief The animated sprite connected to the player.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
/**
|
||||
* @brief If the player has already performed a double jump or not.
|
||||
*
|
||||
*/
|
||||
bool double_jumped;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Player Jump object.
|
||||
*
|
||||
*/
|
||||
PlayerJump();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player Jump object.
|
||||
*
|
||||
*/
|
||||
~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();
|
||||
|
||||
/**
|
||||
* @brief Called when the player enters the jump state.
|
||||
*
|
||||
* @details If the previous state was the jump state, a double jump was performed.
|
||||
*
|
||||
* @param[in] state The previous state before this one was entered.
|
||||
*/
|
||||
void _state_enter(const String state);
|
||||
|
||||
/**
|
||||
* @brief Called when the player exits the jump state.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief The physics processed every delta time.
|
||||
*
|
||||
* @param[in] delta The time since the method was last run.
|
||||
*/
|
||||
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()
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
83
src/player/states/PlayerMove.h
Normal file
83
src/player/states/PlayerMove.h
Normal file
@ -0,0 +1,83 @@
|
||||
#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
|
||||
{
|
||||
/**
|
||||
* @brief This class controls what happens when the player is in the move state.
|
||||
*
|
||||
*/
|
||||
class PlayerMove : public State
|
||||
{
|
||||
GODOT_CLASS(PlayerMove, State)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief Input singleton.
|
||||
*
|
||||
*/
|
||||
Input *_input;
|
||||
/**
|
||||
* @brief The animated sprite of the player.
|
||||
*
|
||||
*/
|
||||
AnimatedSprite *animated_sprite;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new Player Move object.
|
||||
*
|
||||
*/
|
||||
PlayerMove();
|
||||
|
||||
/**
|
||||
* @brief Destroy the Player Move object.
|
||||
*
|
||||
*/
|
||||
~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();
|
||||
|
||||
/**
|
||||
* @brief Called when the player enters the move state.
|
||||
*
|
||||
*/
|
||||
void _state_enter();
|
||||
|
||||
/**
|
||||
* @brief Called when the player exists the move state.
|
||||
*
|
||||
*/
|
||||
void _state_exit();
|
||||
|
||||
/**
|
||||
* @brief The physics processed every delta time.
|
||||
*
|
||||
* @param[in] delta The time since the method was last run.
|
||||
*/
|
||||
void _physics_process(float delta);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
54
src/state_machine/State.cpp
Normal file
54
src/state_machine/State.cpp
Normal file
@ -0,0 +1,54 @@
|
||||
#include "state_machine/State.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void State::_register_methods()
|
||||
{
|
||||
register_method("set_parent", &State::set_parent);
|
||||
register_method("get_parent", &State::get_parent);
|
||||
register_method("set_state_machine", &State::set_state_machine);
|
||||
register_method("_state_enter", &State::_state_enter);
|
||||
register_method("_state_exit", &State::_state_exit);
|
||||
}
|
||||
|
||||
State::State()
|
||||
{
|
||||
}
|
||||
|
||||
State::~State()
|
||||
{
|
||||
}
|
||||
|
||||
void State::_init()
|
||||
{
|
||||
}
|
||||
|
||||
void State::_state_enter(const String state, const Array args)
|
||||
{
|
||||
WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_enter method!");
|
||||
}
|
||||
|
||||
void State::_state_exit(const String state, const Array args)
|
||||
{
|
||||
WARN_PRINT("State " + get_state_machine()->get_current_state() + " is missing its _state_exit method!");
|
||||
}
|
||||
|
||||
void State::set_parent(Node *parent)
|
||||
{
|
||||
this->parent = parent;
|
||||
}
|
||||
|
||||
Node *State::get_parent()
|
||||
{
|
||||
return parent;
|
||||
}
|
||||
|
||||
void State::set_state_machine(StateMachine *state_machine)
|
||||
{
|
||||
this->state_machine = state_machine;
|
||||
}
|
||||
|
||||
StateMachine *State::get_state_machine()
|
||||
{
|
||||
return this->state_machine;
|
||||
}
|
104
src/state_machine/State.h
Normal file
104
src/state_machine/State.h
Normal file
@ -0,0 +1,104 @@
|
||||
#ifndef JUEGO_STATE_H
|
||||
#define JUEGO_STATE_H
|
||||
|
||||
#include "StateMachine.h"
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class provides a virtual template state that real states should extend from and override.
|
||||
*
|
||||
*/
|
||||
class State : public StateMachine
|
||||
{
|
||||
GODOT_CLASS(State, Node)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief The state's parent, this is the node 1 level above the state machine.
|
||||
*
|
||||
*/
|
||||
Node *parent;
|
||||
/**
|
||||
* @brief The state machine itself, used to handle all state related work.
|
||||
*
|
||||
*/
|
||||
StateMachine *state_machine;
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new State object.
|
||||
*
|
||||
*/
|
||||
State();
|
||||
|
||||
/**
|
||||
* @brief Destroy the State object.
|
||||
*
|
||||
*/
|
||||
~State();
|
||||
|
||||
/**
|
||||
* @brief Initialize the class from Godot.
|
||||
*
|
||||
* @details This method is called just once when the Godot engine connects to the instance of the class.
|
||||
*/
|
||||
virtual void _init();
|
||||
|
||||
/**
|
||||
* @brief This is called when a state is entered.
|
||||
*
|
||||
* @param[in] state This will contain the previous state.
|
||||
* @param[in] args The arguments passed to the state.
|
||||
*/
|
||||
virtual void _state_enter(const String state, const Array args = Array());
|
||||
|
||||
/**
|
||||
* @brief This is called when a state is exited.
|
||||
*
|
||||
* @param[in] state The state we are going to.
|
||||
* @param[in] args The arguments passed to the state.
|
||||
*/
|
||||
virtual void _state_exit(const String state, const Array args = Array());
|
||||
|
||||
/**
|
||||
* @brief Set the parent object.
|
||||
*
|
||||
* @param[in] parent The parent of the state.
|
||||
*/
|
||||
virtual void set_parent(Node *parent) final;
|
||||
|
||||
/**
|
||||
* @brief Get the parent object.
|
||||
*
|
||||
* @return Node* The parent of the state.
|
||||
*/
|
||||
virtual Node *get_parent() final;
|
||||
|
||||
/**
|
||||
* @brief Set the state machine object.
|
||||
*
|
||||
* @param[in] state_machine The state machine.
|
||||
*/
|
||||
virtual void set_state_machine(StateMachine *state_machine) final;
|
||||
|
||||
/**
|
||||
* @brief Get the state machine object.
|
||||
*
|
||||
* @return StateMachine* The state machine.
|
||||
*/
|
||||
virtual StateMachine *get_state_machine() final;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
288
src/state_machine/StateMachine.cpp
Normal file
288
src/state_machine/StateMachine.cpp
Normal file
@ -0,0 +1,288 @@
|
||||
#include "state_machine/StateMachine.h"
|
||||
#include "state_machine/State.h"
|
||||
|
||||
using namespace godot;
|
||||
|
||||
void StateMachine::_register_methods()
|
||||
{
|
||||
register_method("_ready", &StateMachine::_ready);
|
||||
register_method("_on_StateMachine_tree_entered", &StateMachine::_on_StateMachine_tree_entered);
|
||||
register_method("_on_StateMachine_tree_exiting", &StateMachine::_on_StateMachine_tree_exiting);
|
||||
register_property<StateMachine, String>("default_state", &StateMachine::set_default_state, &StateMachine::get_default_state, String());
|
||||
register_property<StateMachine, bool>("debug", &StateMachine::set_debug, &StateMachine::get_debug, false);
|
||||
register_signal<StateMachine>("state_entered", "state", GODOT_VARIANT_TYPE_STRING);
|
||||
register_signal<StateMachine>("state_exited", "state", GODOT_VARIANT_TYPE_STRING);
|
||||
register_signal<StateMachine>("state_restarted", "state", GODOT_VARIANT_TYPE_STRING);
|
||||
}
|
||||
|
||||
StateMachine::StateMachine()
|
||||
{
|
||||
}
|
||||
|
||||
StateMachine::~StateMachine()
|
||||
{
|
||||
}
|
||||
|
||||
void StateMachine::_init()
|
||||
{
|
||||
set_default_state(String());
|
||||
set_debug(false);
|
||||
}
|
||||
|
||||
void StateMachine::_ready()
|
||||
{
|
||||
connect("tree_entered", this, "_on_StateMachine_tree_entered");
|
||||
connect("tree_exiting", this, "_on_StateMachine_tree_exiting");
|
||||
parent = get_parent();
|
||||
add_states();
|
||||
if (has(get_default_state()))
|
||||
{
|
||||
set_current_state(get_default_state());
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("The selected default state " + get_default_state() + " doesn't exist!");
|
||||
}
|
||||
setup();
|
||||
}
|
||||
|
||||
void StateMachine::setup()
|
||||
{
|
||||
auto children = get_children();
|
||||
|
||||
if (get_current_state() == "")
|
||||
{
|
||||
if (children.size() > 0)
|
||||
{
|
||||
WARN_PRINT("The state machine doesn't have a default state set, using first child!");
|
||||
auto child = Object::cast_to<Node>(children[0].operator Object*());
|
||||
set_current_state(child->get_name());
|
||||
}
|
||||
else
|
||||
{
|
||||
ERR_PRINT("The state machine doesn't have a default state set and has no child states!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for (uint8_t i = 0; i < children.size(); i++)
|
||||
{
|
||||
auto child = Object::cast_to<Node>(children[i].operator Object*());
|
||||
|
||||
child->call("set_state_machine", this);
|
||||
|
||||
child->call("set_parent", parent);
|
||||
|
||||
if (child->get_name() != get_current_state())
|
||||
{
|
||||
this->remove_child(child);
|
||||
}
|
||||
}
|
||||
|
||||
Node *state_node = Object::cast_to<Node>(this->states[get_current_state()]);
|
||||
if (state_node->has_method("_state_enter"))
|
||||
{
|
||||
this->call("_state_enter", get_current_state());
|
||||
}
|
||||
else {
|
||||
WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
|
||||
}
|
||||
}
|
||||
|
||||
void StateMachine::add_states()
|
||||
{
|
||||
auto children = get_children();
|
||||
for (uint8_t i = 0; i < children.size(); i++)
|
||||
{
|
||||
auto child = Object::cast_to<Node>(children[i].operator Object*());
|
||||
add_state(child->get_name(), child);
|
||||
}
|
||||
}
|
||||
|
||||
void StateMachine::add_state(const String state, Node *child)
|
||||
{
|
||||
states[state] = child;
|
||||
}
|
||||
|
||||
bool StateMachine::is_current(const String state)
|
||||
{
|
||||
if (get_current_state() == "")
|
||||
{
|
||||
return false;
|
||||
}
|
||||
else
|
||||
{
|
||||
return get_current_state() == state;
|
||||
}
|
||||
}
|
||||
|
||||
bool StateMachine::has(const String state)
|
||||
{
|
||||
return states.has(state);
|
||||
}
|
||||
|
||||
void StateMachine::restart(const String state, const Array& args)
|
||||
{
|
||||
this->call("_state_exit", state, args);
|
||||
this->call("_state_enter", state, args);
|
||||
this->emit_signal("state_restarted", get_current_state());
|
||||
}
|
||||
|
||||
void StateMachine::change(const String state, const Array &args)
|
||||
{
|
||||
if (is_current(state))
|
||||
{
|
||||
return this->restart(state, args);
|
||||
}
|
||||
|
||||
if (!has(state))
|
||||
{
|
||||
WARN_PRINT("The state " + state + " does not exist, called from state " + get_current_state() + "!");
|
||||
return;
|
||||
}
|
||||
|
||||
auto previous_state = get_current_state();
|
||||
|
||||
Variant exiting;
|
||||
Node *state_node = Object::cast_to<Node>(this->states[previous_state]);
|
||||
if (state_node)
|
||||
{
|
||||
if (state_node->has_method("_state_exit"))
|
||||
{
|
||||
exiting = this->call("_state_exit", state, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_exit method!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
|
||||
}
|
||||
|
||||
if (get_current_state() != "")
|
||||
{
|
||||
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
|
||||
if (child != nullptr)
|
||||
{
|
||||
this->remove_child(child);
|
||||
}
|
||||
this->emit_signal("state_exited", get_current_state());
|
||||
if (debug)
|
||||
{
|
||||
Godot::print(get_current_state() + " exited!");
|
||||
}
|
||||
}
|
||||
|
||||
set_current_state(state);
|
||||
auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
|
||||
this->add_child(child);
|
||||
|
||||
state_node = Object::cast_to<Node>(this->states[get_current_state()]);
|
||||
if (state_node)
|
||||
{
|
||||
if (state_node->has_method("_state_enter"))
|
||||
{
|
||||
this->call("_state_enter", previous_state, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
|
||||
}
|
||||
|
||||
this->emit_signal("state_entered", get_current_state());
|
||||
if (debug)
|
||||
{
|
||||
Godot::print(get_current_state() + " entered!");
|
||||
}
|
||||
}
|
||||
|
||||
Variant StateMachine::call(const String method, const Array &args)
|
||||
{
|
||||
auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*());
|
||||
if (node)
|
||||
{
|
||||
if (node->has_method(method))
|
||||
{
|
||||
return node->call(method, args);
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("The state " + get_current_state() + " doesn't contain the method " + method + "!");
|
||||
return Variant();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
|
||||
return Variant();
|
||||
}
|
||||
}
|
||||
|
||||
Variant StateMachine::_call(const String method, const Array &args)
|
||||
{
|
||||
return this->call(method, args);
|
||||
}
|
||||
|
||||
void StateMachine::set_default_state(const String default_state)
|
||||
{
|
||||
this->default_state = default_state;
|
||||
}
|
||||
|
||||
String StateMachine::get_default_state()
|
||||
{
|
||||
return this->default_state;
|
||||
}
|
||||
|
||||
void StateMachine::set_current_state(const String current_sate)
|
||||
{
|
||||
this->current_state = current_sate;
|
||||
}
|
||||
|
||||
String StateMachine::get_current_state()
|
||||
{
|
||||
return this->current_state;
|
||||
}
|
||||
|
||||
void StateMachine::set_debug(bool debug)
|
||||
{
|
||||
this->debug = debug;
|
||||
}
|
||||
|
||||
bool StateMachine::get_debug()
|
||||
{
|
||||
return this->debug;
|
||||
}
|
||||
|
||||
void StateMachine::_on_StateMachine_tree_entered()
|
||||
{
|
||||
setup();
|
||||
}
|
||||
|
||||
void StateMachine::_on_StateMachine_tree_exiting()
|
||||
{
|
||||
auto keys = states.keys();
|
||||
for (uint8_t i = 0; i < keys.size(); i++)
|
||||
{
|
||||
auto child = Object::cast_to<Node>(states[keys[i]].operator Object*());
|
||||
if (child)
|
||||
{
|
||||
auto children = get_children();
|
||||
if (!children.has(child))
|
||||
{
|
||||
this->add_child(child);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ERR_PRINT("Could not get child node!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
262
src/state_machine/StateMachine.h
Normal file
262
src/state_machine/StateMachine.h
Normal file
@ -0,0 +1,262 @@
|
||||
#ifndef JUEGO_STATE_MACHINE_H
|
||||
#define JUEGO_STATE_MACHINE_H
|
||||
|
||||
#include <Godot.hpp>
|
||||
#include <Node.hpp>
|
||||
|
||||
namespace godot
|
||||
{
|
||||
/**
|
||||
* @brief This class provides a finite state machine that can be used with any scene and node.
|
||||
*
|
||||
*/
|
||||
class StateMachine : public Node
|
||||
{
|
||||
GODOT_CLASS(StateMachine, Node)
|
||||
|
||||
private:
|
||||
/**
|
||||
* @brief The parent node which is one level above the state machine.
|
||||
*
|
||||
*/
|
||||
Node *parent;
|
||||
/**
|
||||
* @brief The default state for the state machine to run.
|
||||
*
|
||||
* @details If this is not set, the state machine will try to run the first state node.
|
||||
* If no state nodes are present, an error will be printed and the state machine will not work.
|
||||
*/
|
||||
String default_state;
|
||||
/**
|
||||
* @brief If set to true the state machine will print a message showing when it enters or exits a state.
|
||||
*
|
||||
*/
|
||||
bool debug;
|
||||
/**
|
||||
* @brief The current state the machine is in.
|
||||
*
|
||||
*/
|
||||
String current_state;
|
||||
/**
|
||||
* @brief A list of the states in the state machine.
|
||||
*
|
||||
*/
|
||||
Dictionary states;
|
||||
|
||||
/**
|
||||
* @brief This adds all nodes of the states machine as states in the machine.
|
||||
*
|
||||
*/
|
||||
void add_states();
|
||||
|
||||
/**
|
||||
* @brief This adds a state to the list of states in the state machine.
|
||||
*
|
||||
* @param[in] state The new state.
|
||||
* @param[in] child The godot node which represents the state.
|
||||
*/
|
||||
void add_state(const String state, Node *child);
|
||||
|
||||
/**
|
||||
* @brief Set the current state object.
|
||||
*
|
||||
* @param[in] current_state The current state that is running.
|
||||
*/
|
||||
void set_current_state(const String current_state);
|
||||
|
||||
public:
|
||||
/**
|
||||
* @brief This method registers classes with Godot.
|
||||
*
|
||||
* @details This method registers methods, properties, and signals with the Godot engine.
|
||||
*/
|
||||
static void _register_methods();
|
||||
|
||||
/**
|
||||
* @brief Construct a new State Machine object.
|
||||
*/
|
||||
StateMachine();
|
||||
|
||||
/**
|
||||
* @brief Destroy the State Machine object.
|
||||
*/
|
||||
~StateMachine();
|
||||
|
||||
/**
|
||||
* @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();
|
||||
|
||||
/**
|
||||
* @brief Code to be run when ready.
|
||||
*
|
||||
* @details This method is run when all the children of this node are ready.
|
||||
*/
|
||||
void _ready();
|
||||
|
||||
/**
|
||||
* @brief This method will remove all no default states from the scene tree and start the default state.
|
||||
*
|
||||
*/
|
||||
void setup();
|
||||
|
||||
/**
|
||||
* @brief Check if the given state is the current running state.
|
||||
*
|
||||
* @param[in] state The state to compare with the running state.
|
||||
* @return true If the running state and given state are the same.
|
||||
* @return false If the running state and given state are not the same.
|
||||
*/
|
||||
bool is_current(const String state);
|
||||
|
||||
/**
|
||||
* @brief Check if the state machine has a given state.
|
||||
*
|
||||
* @param[in] state The state to check for.
|
||||
* @return true If the state exists.
|
||||
* @return false If the state doesn't exist.
|
||||
*/
|
||||
bool has(const String state);
|
||||
|
||||
/**
|
||||
* @brief Restar the running state by calling its enter and exit methods.
|
||||
*
|
||||
* @param[in] state The state that is being restarted.
|
||||
* @param[in] args The arguments to pass to the state on exit and enter.
|
||||
*/
|
||||
void restart(const String state, const Array& args = Array());
|
||||
|
||||
/**
|
||||
* @brief Change to a different state.
|
||||
*
|
||||
* @details If the running state is the same as the state it will restart it.
|
||||
*
|
||||
* @param[in] state The state to change to.
|
||||
* @param[in] args The arguments to pass to the exiting state and the entering state.
|
||||
*/
|
||||
void change(const String state, const Array &args = Array());
|
||||
|
||||
/**
|
||||
* @brief Call a registered godot method in the class.
|
||||
*
|
||||
* @param[in] method The method name to call.
|
||||
* @param[in] args The arguments to pass to the method.
|
||||
* @return Variant Returns a Variant based off what the method returns.
|
||||
*/
|
||||
Variant call(const String method, const Array &args = Array());
|
||||
|
||||
/**
|
||||
* @brief This method is to link up a signal call back.
|
||||
*
|
||||
* @param[in] method The method to call for the signal.
|
||||
* @param[in] args The arguments to pass to the method.
|
||||
* @return Variant Returns a Variant based off what the method returns.
|
||||
*/
|
||||
Variant _call(const String method, const Array &args = Array());
|
||||
|
||||
/**
|
||||
* @brief Set the default state object.
|
||||
*
|
||||
* @param[in] default_state The new default state.
|
||||
*/
|
||||
void set_default_state(const String default_state);
|
||||
|
||||
/**
|
||||
* @brief Get the default state object.
|
||||
*
|
||||
* @return String The default state.
|
||||
*/
|
||||
String get_default_state();
|
||||
|
||||
/**
|
||||
* @brief Get the current state object.
|
||||
*
|
||||
* @return String The current running state.
|
||||
*/
|
||||
String get_current_state();
|
||||
|
||||
/**
|
||||
* @brief Set the debug object.
|
||||
*
|
||||
* @param[in] debug Whether or not to debug.
|
||||
*/
|
||||
void set_debug(bool debug);
|
||||
|
||||
/**
|
||||
* @brief Get the debug object.
|
||||
*
|
||||
* @return true If debugging is enabled.
|
||||
* @return false If debugging is disabled.
|
||||
*/
|
||||
bool get_debug();
|
||||
|
||||
/**
|
||||
* @brief This method is called when the signal tree_entered is emitted.
|
||||
*
|
||||
* @details This will run the setup method to prepare the state machine for use.
|
||||
*/
|
||||
void _on_StateMachine_tree_entered();
|
||||
|
||||
/**
|
||||
* @brief This method is called when the signal tree_exiting is emitted.
|
||||
*
|
||||
* @details If the tree is in the exiting state readd all the removed state nodes to the scene tree.
|
||||
* This is important because the memory won't be freed if they are no longer in the scene tree.
|
||||
*/
|
||||
void _on_StateMachine_tree_exiting();
|
||||
|
||||
/**
|
||||
* @brief Restarts the running state.
|
||||
*
|
||||
* @tparam Args Variable number of arguments to pass to restart.
|
||||
* @param[in] state The state being restarted.
|
||||
* @param[in] args The arguments to pass when restarting.
|
||||
*/
|
||||
template <class ...Args> void restart(const String state, Args ...args)
|
||||
{
|
||||
return restart(state, Array::make(args...));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Changes to a new state.
|
||||
*
|
||||
* @tparam Args Variable number of arguments to pass when chaning states.
|
||||
* @param[in] state The state to change to.
|
||||
* @param[in] args The arguments to pass to the new state.
|
||||
*/
|
||||
template <class ...Args> void change(const String state, Args ...args)
|
||||
{
|
||||
return change(state, Array::make(args...));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief Call a registered godot method in the class.
|
||||
*
|
||||
* @tparam Args The variable arguments to pass to the method.
|
||||
* @param[in] method The method to call.
|
||||
* @param[in] args The arguments to pass to it.
|
||||
* @return Variant The Variant object returned by the method called.
|
||||
*/
|
||||
template <class ...Args> Variant call(const String method, Args ...args)
|
||||
{
|
||||
return call(method, Array::make(args...));
|
||||
}
|
||||
|
||||
/**
|
||||
* @brief This is used to connect a callback from a signal.
|
||||
*
|
||||
* @tparam Args The arguments to pass to the callback method.
|
||||
* @param[in] method The method to call.
|
||||
* @param[in] args The arguments to pass.
|
||||
* @return Variant The Variant object returned by the method called.
|
||||
*/
|
||||
template <class ...Args> Variant _call(const String method, Args ...args)
|
||||
{
|
||||
return _call(method, Array::make(args...));
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
Loading…
Reference in New Issue
Block a user