feature/Level_2 #13

Closed
Martin wants to merge 7 commits from feature/Level_2 into develop
88 changed files with 3084 additions and 1098 deletions
Showing only changes of commit 662a476ef8 - Show all commits

4
.gitignore vendored
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@ -5,7 +5,7 @@
api.json
# Visual Studio Code Project file
source.code-workspace
*.code-workspace
# Visual Studio Cache
.vs/
@ -40,3 +40,5 @@ compile_commands.json
# docs
docs/
# tiled session files
*.tiled-session

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@ -24,10 +24,10 @@ godot-cpp-windows:
game: game-linux game-windows
game-linux:
scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) target_path=godot/gdnative/ target_name=libjuego platform=linux bits=64 -j $(PROCS)
scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) target_path=godot/gdnative/ target_name=libalai platform=linux bits=64 -j $(PROCS)
game-windows:
scons target=$(RELEASE_TYPE) target_name=libjuego target_path=godot/gdnative/ platform=windows bits=64 -j $(PROCS)
scons target=$(RELEASE_TYPE) target_name=libalai target_path=godot/gdnative/ platform=windows bits=64 -j $(PROCS)
docs:
# if doxygen and bear are installed create the code documentation

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@ -1,4 +1,4 @@
# Juego
# Alai
## License

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@ -63,6 +63,7 @@ if env['platform'] == 'linux':
env.Append(CCFLAGS=['-g3', '-Og'])
else:
env.Append(CCFLAGS=['-g', '-O3'])
env.Append(CPPDEFINES=['NDEBUG'])
env.Append(CCFLAGS=['-m64'])
env.Append(LINKFLAGS=['-m64'])
@ -109,7 +110,7 @@ else:
cpp_library += '.' + str(env['bits'])
# make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/', 'src/include/', 'lib/include'])
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])

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@ -32,7 +32,7 @@ DOXYFILE_ENCODING = UTF-8
# title of most generated pages and in a few other places.
# The default value is: My Project.
PROJECT_NAME = "juego"
PROJECT_NAME = "Alai"
# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
# could be handy for archiving the generated documentation or if some version

8
godot/CameraLimit.gdns Normal file
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@ -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 = "CameraLimit"
class_name = "CameraLimit"
library = ExtResource( 1 )

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@ -1,6 +1,6 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/libjuego.tres" type="GDNativeLibrary" id=1]
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "Main"

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@ -1,10 +1,8 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://Main.gdns" type="Script" id=1]
[ext_resource path="res://Level 1.tscn" type="PackedScene" id=2]
[ext_resource path="res://levels/Level2.tscn" type="PackedScene" id=2]
[node name="Main" type="Node"]
script = ExtResource( 1 )
launch_screen = 0
[node name="Level 1" parent="." instance=ExtResource( 2 )]
level = ExtResource( 2 )

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@ -84,6 +84,11 @@ func get_import_options(preset):
"default_value": 1,
"property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS
},
{
"name": "collision_mask",
"default_value": 1,
"property_hint": PROPERTY_HINT_LAYERS_2D_PHYSICS
},
{
"name": "embed_internal_images",
"default_value": true if preset == PRESET_PIXEL_ART else false

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@ -231,6 +231,7 @@ func make_layer(layer, parent, root, data):
tilemap.cell_y_sort = true
tilemap.cell_tile_origin = TileMap.TILE_ORIGIN_BOTTOM_LEFT
tilemap.collision_layer = options.collision_layer
tilemap.collision_mask = options.collision_mask
tilemap.z_index = z_index
var offset = Vector2()
@ -280,7 +281,7 @@ func make_layer(layer, parent, root, data):
var gid = int_id & ~(FLIPPED_HORIZONTALLY_FLAG | FLIPPED_VERTICALLY_FLAG | FLIPPED_DIAGONALLY_FLAG)
var cell_x = cell_offset.x + chunk.x + (count % int(chunk.width))
var cell_y = cell_offset.y + chunk.y + int(count / chunk.width)
var cell_y = cell_offset.y + chunk.y + int(count / chunk.width) + 1
tilemap.set_cell(cell_x, cell_y, gid, flipped_h, flipped_v, flipped_d)
count += 1
@ -1047,13 +1048,19 @@ func is_convex(vertices):
return true
# Decompress the data of the layer
# Compression argument is a string, either "gzip" or "zlib"
# Compression argument is a string, either "gzip", "zlib", or "zstd"
func decompress_layer_data(layer_data, compression, map_size):
if compression != "gzip" and compression != "zlib":
var compression_type = -1
match compression:
"zlib":
compression_type = File.COMPRESSION_DEFLATE
"gzip":
compression_type = File.COMPRESSION_GZIP
"zstd":
compression_type = File.COMPRESSION_ZSTD
_:
print_error("Unrecognized compression format: %s" % [compression])
return ERR_INVALID_DATA
var compression_type = File.COMPRESSION_DEFLATE if compression == "zlib" else File.COMPRESSION_GZIP
var expected_size = int(map_size.x) * int(map_size.y) * 4
var raw_data = Marshalls.base64_to_raw(layer_data).decompress(expected_size, compression_type)
@ -1220,7 +1227,7 @@ func validate_layer(layer):
print_error("Invalid data layer property.")
return ERR_INVALID_DATA
if "compression" in layer:
if layer.compression != "gzip" and layer.compression != "zlib":
if layer.compression != "gzip" and layer.compression != "zlib" and layer.compression != "zstd":
print_error("Invalid compression type.")
return ERR_INVALID_DATA
"imagelayer":

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@ -1,8 +1,13 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/libjuego.tres" type="GDNativeLibrary" id=1]
[sub_resource type="GDNativeLibrary" id=1]
symbol_prefix = "godot_player"
entry/Windows.64 = "res://gdnative/windows.64/libalai.dll"
entry/X11.64 = "res://gdnative/linux.64/libalai.so"
dependency/Windows.64 = [ ]
dependency/X11.64 = [ ]
[resource]
resource_name = "Player"
class_name = "Player"
library = ExtResource( 1 )
library = SubResource( 1 )

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@ -1,14 +1,19 @@
[gd_scene load_steps=4 format=2]
[gd_scene load_steps=9 format=2]
[ext_resource path="res://characters/player/sprites/green.tres" type="SpriteFrames" id=1]
[ext_resource path="res://characters/player/Player.gdns" type="Script" id=2]
[ext_resource path="res://characters/player/states/Idle.gdns" type="Script" id=2]
[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=3]
[ext_resource path="res://characters/player/states/Move.gdns" type="Script" id=4]
[ext_resource path="res://characters/player/Player.gdns" type="Script" id=5]
[ext_resource path="res://characters/player/states/Jump.gdns" type="Script" id=6]
[ext_resource path="res://characters/player/states/Fall.gdns" type="Script" id=7]
[sub_resource type="CapsuleShape2D" id=1]
radius = 6.0
height = 12.0
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 7, 12 )
[node name="Player" type="KinematicBody2D"]
script = ExtResource( 2 )
collision_mask = 2
script = ExtResource( 5 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = ExtResource( 1 )
@ -19,4 +24,18 @@ centered = false
position = Vector2( 12, 12 )
shape = SubResource( 1 )
[connection signal="player_moved" from="." to="." method="_on_Player_player_moved"]
[node name="StateMachine" type="Node" parent="."]
script = ExtResource( 3 )
default_state = "Idle"
[node name="Idle" type="Node" parent="StateMachine"]
script = ExtResource( 2 )
[node name="Move" type="Node" parent="StateMachine"]
script = ExtResource( 4 )
[node name="Jump" type="Node" parent="StateMachine"]
script = ExtResource( 6 )
[node name="Fall" type="Node" parent="StateMachine"]
script = ExtResource( 7 )

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@ -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 = "PlayerFall"
class_name = "PlayerFall"
library = ExtResource( 1 )

View 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 = "PlayerIdle"
class_name = "PlayerIdle"
library = ExtResource( 1 )

View 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]
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class_name = "PlayerJump"
library = ExtResource( 1 )

View 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]
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resource_name = "PlayerMove"
class_name = "PlayerMove"
library = ExtResource( 1 )

View File

@ -1,7 +0,0 @@
[gd_resource type="Environment" load_steps=2 format=2]
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[resource]
background_mode = 2
background_sky = SubResource( 1 )

7
godot/gdnative/alai.tres Normal file
View File

@ -0,0 +1,7 @@
[gd_resource type="GDNativeLibrary" format=2]
[resource]
entry/Windows.64 = "res://gdnative/windows.64/libalai.dll"
entry/X11.64 = "res://gdnative/linux.64/libalai.so"
dependency/Windows.64 = [ ]
dependency/X11.64 = [ ]

View File

@ -1,7 +0,0 @@
[gd_resource type="GDNativeLibrary" format=2]
[resource]
entry/Windows.64 = "res://gdnative/windows.64/libjuego.dll"
entry/X11.64 = "res://gdnative/linux.64/libjuego.so"
dependency/Windows.64 = [ ]
dependency/X11.64 = [ ]

View File

@ -20,7 +20,7 @@ compress/hdr_mode=0
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compress/normal_map=0
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flags/filter=true
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
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stream=false
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detect_3d=false
svg/scale=1.0

View File

@ -1,300 +0,0 @@
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importer="vnen.tiled_importer"
type="PackedScene"
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View File

@ -1,24 +1,22 @@
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View File

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View File

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View File

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@ -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

View 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 )

View 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 )

View File

@ -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>

View File

@ -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"/>
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@ -21,11 +22,56 @@
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
@ -46,21 +92,46 @@
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<objectgroup draworder="index" id="2">
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
</objectgroup>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
</objectgroup>
</tile>
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<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"/>
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</animation>
</tile>
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<animation>
<frame tileid="34" duration="150"/>
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<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>
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@ -129,10 +200,15 @@
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</objectgroup>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="9" width="18" height="9"/>
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<animation>
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<frame tileid="75" duration="300"/>
</animation>
</tile>
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@ -155,6 +231,38 @@
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</objectgroup>
</tile>
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<objectgroup draworder="index" id="2">
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</objectgroup>
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<objectgroup draworder="index" id="2">
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<objectgroup draworder="index" id="2">
<object id="1" x="12" y="2" width="6" height="14"/>
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</objectgroup>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
</objectgroup>
</tile>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
@ -182,10 +290,25 @@
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<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>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
</objectgroup>
</tile>
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<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>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
</objectgroup>
</tile>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
</objectgroup>
</tile>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
</objectgroup>
</tile>
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<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="18" height="18"/>
</objectgroup>
</tile>
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<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>
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<objectgroup draworder="index" id="2">
<object id="1" type="one-way" x="0" y="0" width="18" height="10"/>
</objectgroup>
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<objectgroup draworder="index" id="2">
<object id="1" type="one-way" x="0" y="0" width="18" height="10"/>
</objectgroup>
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<animation>
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<frame tileid="152" duration="210"/>
<frame tileid="151" duration="300"/>
<frame tileid="152" duration="300"/>
</animation>
</tile>
</tileset>

52
src/CameraLimit.cpp Normal file
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@ -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
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@ -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

View File

@ -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
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@ -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

View File

@ -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>();
}

View File

@ -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

View File

@ -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

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@ -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
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@ -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

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@ -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);
}

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@ -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

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@ -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;
}
}

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@ -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

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@ -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);
}

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#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

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#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;
}
}

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#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

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#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;
}

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#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

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#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;
}
}
}

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#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