feature/cleanup #33

Merged
cromer merged 9 commits from feature/cleanup into develop 2022-08-28 01:09:30 -04:00
18 changed files with 393 additions and 451 deletions
Showing only changes of commit 39173cef21 - Show all commits

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@ -1,55 +1,48 @@
#include "coin/CoinCollected.h"
#include <AnimationPlayer.hpp>
#include "Event.h"
using namespace godot;
#include <AnimationPlayer.hpp>
void CoinCollected::_register_methods()
void alai::CoinCollected::_register_methods()
{
register_method("_state_enter", &CoinCollected::_state_enter);
register_method("_state_exit", &CoinCollected::_state_exit);
register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
}
CoinCollected::CoinCollected()
alai::CoinCollected::CoinCollected()
{
}
CoinCollected::~CoinCollected()
alai::CoinCollected::~CoinCollected()
{
}
void CoinCollected::_init()
void alai::CoinCollected::_init()
{
}
void CoinCollected::_state_enter()
void alai::CoinCollected::_state_enter()
{
auto node = get_parent()->find_node("AnimationPlayer");
if (node != nullptr)
{
auto animation_player = Object::cast_to<AnimationPlayer>(node);
auto animation_player = Object::cast_to<godot::AnimationPlayer>(node);
animation_player->play("jump");
}
}
void CoinCollected::_state_exit()
void alai::CoinCollected::_state_exit()
{
}
void CoinCollected::_on_animation_finished(String anim_name)
void alai::CoinCollected::_on_animation_finished(godot::String anim_name)
{
auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("coin_collected", 1);
this->get_parent()->queue_free();
// get_state_machine()->change("CoinCounter");
}

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@ -1,28 +1,27 @@
#ifndef ALAI_COIN_COLLECTED
#define ALAI_COIN_COLLECTED
#ifndef ALAI_COIN_COIN_COLLECTED_H
#define ALAI_COIN_COIN_COLLECTED_H
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
#include <Godot.hpp>
namespace godot
namespace alai
{
/**
* @brief This class controls what happens when the Coin is in the collected state.
*
*/
class CoinCollected : public State
class CoinCollected : public alai::State
{
GODOT_CLASS(CoinCollected, State)
GODOT_CLASS(CoinCollected, alai::State)
private:
/**
* @brief The animated sprite of the Coin.
*
*/
AnimatedSprite *animated_sprite;
godot::AnimatedSprite *animated_sprite;
public:
/**
@ -67,9 +66,8 @@ namespace godot
* @brief Called when the animation of the collected coin has finished.
*
*/
void _on_animation_finished(String anim_name);
void _on_animation_finished(godot::String anim_name);
};
}
#endif

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@ -1,43 +1,37 @@
#include "coin/CoinCounter.h"
#include <String.hpp>
#include "coin/CoinCollected.h"
#include "Event.h"
using namespace godot;
void CoinCounter::_register_methods()
#include "Event.h"
#include <String.hpp>
void alai::CoinCounter::_register_methods()
{
register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
register_method("_ready", &CoinCounter::_ready);
}
CoinCounter::CoinCounter()
alai::CoinCounter::CoinCounter()
{
}
CoinCounter::~CoinCounter()
alai::CoinCounter::~CoinCounter()
{
}
void CoinCounter::_init()
void alai::CoinCounter::_init()
{
coins = 0;
}
void CoinCounter::_on_CoinHUD_ready()
{
}
void CoinCounter::_on_coin_collected(int amount)
void alai::CoinCounter::_on_coin_collected(int amount)
{
coins = coins + amount;
set_text(String::num(coins));
set_text(godot::String::num(coins));
}
void CoinCounter::_ready()
void alai::CoinCounter::_ready()
{
set_text("0");
auto event = get_node<alai::Event>("/root/Event");
event->connect("coin_collected", this, "_on_coin_collected");
}

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@ -1,24 +1,21 @@
#ifndef ALAI_COIN_COUNTER
#define ALAI_COIN_COUNTER
#ifndef ALAI_COIN_COIN_COUNTER_H
#define ALAI_COIN_COIN_COUNTER_H
#include <Godot.hpp>
#include <Node.hpp>
#include <Label.hpp>
namespace godot
namespace alai
{
/**
* @brief This class controls what happens when the Coin is in the collected .
*
*/
class CoinCounter : public Label
class CoinCounter : public godot::Label
{
GODOT_CLASS(CoinCounter, Label)
GODOT_CLASS(CoinCounter, godot::Label)
private:
int coins = 0;
int coins;
public:
/**

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@ -1,56 +1,46 @@
#include "coin/CoinNotCollected.h"
#include <Area2D.hpp>
using namespace godot;
void CoinNotCollected::_register_methods()
void alai::CoinNotCollected::_register_methods()
{
register_method("_state_enter", &CoinNotCollected::_state_enter);
register_method("_state_exit", &CoinNotCollected::_state_exit);
register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
}
CoinNotCollected::CoinNotCollected()
alai::CoinNotCollected::CoinNotCollected()
{
}
CoinNotCollected::~CoinNotCollected()
alai::CoinNotCollected::~CoinNotCollected()
{
}
void CoinNotCollected::_init()
void alai::CoinNotCollected::_init()
{
}
void CoinNotCollected::_state_enter()
void alai::CoinNotCollected::_state_enter()
{
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
animated_sprite->set_animation("spin");
animated_sprite->play();
}
void CoinNotCollected::_state_exit()
void alai::CoinNotCollected::_state_exit()
{
}
void CoinNotCollected::_on_body_entered(Node *node)
void alai::CoinNotCollected::_on_body_entered(Node *node)
{
Godot::print("Coin touched");
auto parent_node = get_parent();
if (parent_node != nullptr)
{
auto coin = Object::cast_to<Area2D>(parent_node);
auto coin = Object::cast_to<godot::Area2D>(parent_node);
coin->set_collision_mask_bit(0, false);
}
get_state_machine()->change("CoinCollected");
}

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@ -1,28 +1,27 @@
#ifndef ALAI_COIN_NOT_COLLECTED
#define ALAI_COIN_NOT_COLLECTED
#ifndef ALAI_COIN_COIN_NOT_COLLECTED_H
#define ALAI_COIN_COIN_NOT_COLLECTED_H
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
#include <Godot.hpp>
namespace godot
namespace alai
{
/**
* @brief This class controls what happens when the Coin is in the not collected state.
*
*/
class CoinNotCollected : public State
class CoinNotCollected : public alai::State
{
GODOT_CLASS(CoinNotCollected, State)
GODOT_CLASS(CoinNotCollected, alai::State)
private:
/**
* @brief The animated sprite of the Coin.
*
*/
AnimatedSprite *animated_sprite;
godot::AnimatedSprite *animated_sprite;
public:
/**
@ -70,7 +69,6 @@ namespace godot
*/
void _on_body_entered(Node *node);
};
}
#endif

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@ -1,55 +1,46 @@
#include "goal/GoalNotReached.h"
#include <Area2D.hpp>
using namespace godot;
void GoalNotReached::_register_methods()
void alai::GoalNotReached::_register_methods()
{
register_method("_state_enter", &GoalNotReached::_state_enter);
register_method("_state_exit", &GoalNotReached::_state_exit);
register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
}
GoalNotReached::GoalNotReached()
alai::GoalNotReached::GoalNotReached()
{
}
GoalNotReached::~GoalNotReached()
alai::GoalNotReached::~GoalNotReached()
{
}
void GoalNotReached::_init()
void alai::GoalNotReached::_init()
{
}
void GoalNotReached::_state_enter()
void alai::GoalNotReached::_state_enter()
{
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
animated_sprite->set_animation("flagmove");
animated_sprite->play();
}
void GoalNotReached::_state_exit()
void alai::GoalNotReached::_state_exit()
{
}
void GoalNotReached::_on_Goal_body_entered(Node *node)
void alai::GoalNotReached::_on_Goal_body_entered(Node *node)
{
auto parent_node = get_parent();
if (parent_node != nullptr)
{
auto goal = Object::cast_to<Area2D>(parent_node);
auto goal = Object::cast_to<godot::Area2D>(parent_node);
goal->set_collision_mask_bit(0, false);
}
get_state_machine()->change("GoalReached");
}

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@ -1,28 +1,27 @@
#ifndef ALAI_GOAL_NOT_REACHED
#define ALAI_GOAL_NOT_REACHED
#ifndef ALAI_GOAL_GOAL_NOT_REACHED_H
#define ALAI_GOAL_GOAL_NOT_REACHED_H
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
#include <Godot.hpp>
namespace godot
namespace alai
{
/**
* @brief This class controls what happens when the Coin is in the not collected state.
*
*/
class GoalNotReached : public State
class GoalNotReached : public alai::State
{
GODOT_CLASS(GoalNotReached, State)
GODOT_CLASS(GoalNotReached, alai::State)
private:
/**
* @brief The animated sprite of the Coin.
*
*/
AnimatedSprite *animated_sprite;
godot::AnimatedSprite *animated_sprite;
public:
/**
@ -70,7 +69,6 @@ namespace godot
*/
void _on_Goal_body_entered(Node *node);
};
}
#endif

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@ -1,36 +1,30 @@
#include "goal/GoalReached.h"
#include <Area2D.hpp>
using namespace godot;
void GoalReached::_register_methods()
void alai::GoalReached::_register_methods()
{
register_method("_state_enter", &GoalReached::_state_enter);
register_method("_state_exit", &GoalReached::_state_exit);
}
GoalReached::GoalReached()
alai::GoalReached::GoalReached()
{
}
GoalReached::~GoalReached()
alai::GoalReached::~GoalReached()
{
}
void GoalReached::_init()
void alai::GoalReached::_init()
{
}
void GoalReached::_state_enter()
void alai::GoalReached::_state_enter()
{
Godot::print("Flag touched");
godot::Godot::print("Flag touched");
}
void GoalReached::_state_exit()
void alai::GoalReached::_state_exit()
{
}

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@ -1,28 +1,27 @@
#ifndef ALAI_GOAL_REACHED
#define ALAI_GOAL_REACHED
#ifndef ALAI_GOAL_GOAL_REACHED_H
#define ALAI_GOAL_GOAL_REACHED_H
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
#include <Godot.hpp>
namespace godot
namespace alai
{
/**
* @brief This class controls what happens when the goal flag is in the reached state.
*
*/
class GoalReached : public State
class GoalReached : public alai::State
{
GODOT_CLASS(GoalReached, State)
GODOT_CLASS(GoalReached, alai::State)
private:
/**
* @brief The animated sprite of the Coin.
*
*/
AnimatedSprite *animated_sprite;
godot::AnimatedSprite *animated_sprite;
public:
/**
@ -68,7 +67,6 @@ namespace godot
*
*/
};
}
#endif

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@ -56,10 +56,10 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
godot::register_class<alai::player::PlayerMove>();
godot::register_class<alai::player::PlayerJump>();
godot::register_class<alai::player::PlayerFall>();
godot::register_class<godot::CoinNotCollected>();
godot::register_class<godot::CoinCollected>();
godot::register_class<godot::CoinCounter>();
godot::register_class<godot::GoalReached>();
godot::register_class<godot::GoalNotReached>();
godot::register_class<godot::GameOverScreen>();
godot::register_class<alai::CoinNotCollected>();
godot::register_class<alai::CoinCollected>();
godot::register_class<alai::CoinCounter>();
godot::register_class<alai::GoalReached>();
godot::register_class<alai::GoalNotReached>();
godot::register_class<alai::GameOverScreen>();
}

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@ -1,54 +1,49 @@
#include "gui/game_over/GameOverScreen.h"
#include "Event.h"
#include <Resource.hpp>
#include <Ref.hpp>
#include <Node.hpp>
#include <SceneTree.hpp>
#include <PackedScene.hpp>
#include <Ref.hpp>
#include <Resource.hpp>
#include <SceneTree.hpp>
#include <Viewport.hpp>
using namespace godot;
void GameOverScreen::_register_methods()
void alai::GameOverScreen::_register_methods()
{
register_method("_on_botonreiniciar_pressed", &GameOverScreen::_on_botonreiniciar_pressed);
register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
register_method("_ready", &GameOverScreen::_ready);
register_method("connect_signal", &GameOverScreen::connect_signal);
register_method("_on_player_died", &GameOverScreen::_on_player_died);
}
GameOverScreen::GameOverScreen()
alai::GameOverScreen::GameOverScreen()
{
}
GameOverScreen::~GameOverScreen()
alai::GameOverScreen::~GameOverScreen()
{
}
void GameOverScreen::_init()
void alai::GameOverScreen::_init()
{
_resource_loader = ResourceLoader::get_singleton();
_resource_loader = godot::ResourceLoader::get_singleton();
}
void GameOverScreen::_ready()
void alai::GameOverScreen::_ready()
{
connect_signal();
}
void GameOverScreen::_on_botonreiniciar_pressed()
void alai::GameOverScreen::_on_restart_button_pressed()
{
if (_resource_loader->exists("res://levels/Prototype.tscn")) //CAMBIAR A DINAMICO
if (_resource_loader->exists("res://levels/Prototype.tscn"))
{
Ref<PackedScene> level_scene = _resource_loader->load("res://levels/Prototype.tscn");
godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/Prototype.tscn");
auto level = level_scene->instance();
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr)
{
level_node->add_child(level);
set_visible(false);
call_deferred("connect_signal");
@ -57,16 +52,13 @@ void GameOverScreen::_on_botonreiniciar_pressed()
{
WARN_PRINT("Node level not found!");
}
}
}
void GameOverScreen::_on_player_died() //eliminar nivel
void alai::GameOverScreen::_on_player_died()
{
auto event = get_node<alai::Event>("/root/Event");
event->disconnect("player_died", this, "_on_player_died");
Godot::print("player ded");
set_visible(true);
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");
if (level_node != nullptr)
@ -74,6 +66,7 @@ void GameOverScreen::_on_player_died() //eliminar nivel
auto child = level_node->get_child(0);
if (child != nullptr)
{
// Delete the currently active level from the tree.
child->queue_free();
}
else
@ -85,14 +78,10 @@ void GameOverScreen::_on_player_died() //eliminar nivel
{
WARN_PRINT("Node level not found!");
}
}
void GameOverScreen::connect_signal()
void alai::GameOverScreen::connect_signal()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("player_died", this, "_on_player_died");
}

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@ -1,23 +1,22 @@
#ifndef ALAI_GAME_OVER_SCREEN_H
#define ALAI_GAME_OVER_SCREEN_H
#include <Godot.hpp>
#include <CanvasLayer.hpp>
#include <Godot.hpp>
#include <ResourceLoader.hpp>
namespace godot
namespace alai
{
/**
* @brief This class controls what happens when the Coin is in the collected .
*
*/
class GameOverScreen : public CanvasLayer
class GameOverScreen : public godot::CanvasLayer
{
GODOT_CLASS(GameOverScreen, CanvasLayer)
GODOT_CLASS(GameOverScreen, godot::CanvasLayer)
private:
ResourceLoader *_resource_loader;
godot::ResourceLoader *_resource_loader;
public:
/**
@ -52,11 +51,9 @@ namespace godot
*/
void _ready();
void _on_player_died();
void _on_botonreiniciar_pressed();
void _on_restart_button_pressed();
void connect_signal();
};
}
#endif

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@ -1,4 +1,5 @@
#include "player/states/PlayerFall.h"
#include "player/Player.h"
void alai::player::PlayerFall::_register_methods()

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@ -1,4 +1,5 @@
#include "player/states/PlayerIdle.h"
#include "player/Player.h"
void alai::player::PlayerIdle::_register_methods()

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@ -1,4 +1,5 @@
#include "player/states/PlayerJump.h"
#include "player/Player.h"
#include <AudioStreamPlayer.hpp>

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@ -1,4 +1,5 @@
#include "player/states/PlayerMove.h"
#include "player/Player.h"
void alai::player::PlayerMove::_register_methods()

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@ -1,4 +1,5 @@
#include "state_machine/StateMachine.h"
#include "state_machine/State.h"
void alai::StateMachine::_register_methods()