feature/cleanup #33
@ -1,55 +1,48 @@
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#include "coin/CoinCollected.h"
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#include <AnimationPlayer.hpp>
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#include "Event.h"
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using namespace godot;
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#include <AnimationPlayer.hpp>
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void CoinCollected::_register_methods()
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void alai::CoinCollected::_register_methods()
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{
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register_method("_state_enter", &CoinCollected::_state_enter);
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register_method("_state_exit", &CoinCollected::_state_exit);
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register_method("_on_animation_finished", &CoinCollected::_on_animation_finished);
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}
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CoinCollected::CoinCollected()
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alai::CoinCollected::CoinCollected()
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{
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}
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CoinCollected::~CoinCollected()
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alai::CoinCollected::~CoinCollected()
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{
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}
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void CoinCollected::_init()
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void alai::CoinCollected::_init()
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{
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}
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void CoinCollected::_state_enter()
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void alai::CoinCollected::_state_enter()
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{
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auto node = get_parent()->find_node("AnimationPlayer");
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if (node != nullptr)
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{
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auto animation_player = Object::cast_to<AnimationPlayer>(node);
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auto animation_player = Object::cast_to<godot::AnimationPlayer>(node);
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animation_player->play("jump");
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}
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}
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void CoinCollected::_state_exit()
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void alai::CoinCollected::_state_exit()
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{
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}
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void CoinCollected::_on_animation_finished(String anim_name)
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void alai::CoinCollected::_on_animation_finished(godot::String anim_name)
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{
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auto event = get_node<alai::Event>("/root/Event");
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event->emit_signal("coin_collected", 1);
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this->get_parent()->queue_free();
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// get_state_machine()->change("CoinCounter");
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}
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@ -1,28 +1,27 @@
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#ifndef ALAI_COIN_COLLECTED
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#define ALAI_COIN_COLLECTED
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#ifndef ALAI_COIN_COIN_COLLECTED_H
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#define ALAI_COIN_COIN_COLLECTED_H
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#include "state_machine/State.h"
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#include <Godot.hpp>
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#include <Node.hpp>
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#include <AnimatedSprite.hpp>
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#include <Godot.hpp>
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namespace godot
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namespace alai
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{
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/**
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* @brief This class controls what happens when the Coin is in the collected state.
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*
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*/
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class CoinCollected : public State
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class CoinCollected : public alai::State
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{
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GODOT_CLASS(CoinCollected, State)
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GODOT_CLASS(CoinCollected, alai::State)
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private:
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/**
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* @brief The animated sprite of the Coin.
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*
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*/
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AnimatedSprite *animated_sprite;
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godot::AnimatedSprite *animated_sprite;
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public:
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/**
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@ -67,9 +66,8 @@ namespace godot
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* @brief Called when the animation of the collected coin has finished.
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*
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*/
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void _on_animation_finished(String anim_name);
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void _on_animation_finished(godot::String anim_name);
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};
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}
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#endif
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@ -1,43 +1,37 @@
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#include "coin/CoinCounter.h"
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#include <String.hpp>
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#include "coin/CoinCollected.h"
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#include "Event.h"
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using namespace godot;
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void CoinCounter::_register_methods()
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#include "Event.h"
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#include <String.hpp>
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void alai::CoinCounter::_register_methods()
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{
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register_method("_on_coin_collected", &CoinCounter::_on_coin_collected);
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register_method("_ready", &CoinCounter::_ready);
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}
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CoinCounter::CoinCounter()
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alai::CoinCounter::CoinCounter()
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{
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}
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CoinCounter::~CoinCounter()
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alai::CoinCounter::~CoinCounter()
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{
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}
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void CoinCounter::_init()
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void alai::CoinCounter::_init()
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{
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coins = 0;
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}
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void CoinCounter::_on_CoinHUD_ready()
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{
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}
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void CoinCounter::_on_coin_collected(int amount)
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void alai::CoinCounter::_on_coin_collected(int amount)
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{
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coins = coins + amount;
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set_text(String::num(coins));
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set_text(godot::String::num(coins));
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}
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void CoinCounter::_ready()
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void alai::CoinCounter::_ready()
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{
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set_text("0");
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auto event = get_node<alai::Event>("/root/Event");
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event->connect("coin_collected", this, "_on_coin_collected");
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}
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@ -1,24 +1,21 @@
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#ifndef ALAI_COIN_COUNTER
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#define ALAI_COIN_COUNTER
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#ifndef ALAI_COIN_COIN_COUNTER_H
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#define ALAI_COIN_COIN_COUNTER_H
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#include <Godot.hpp>
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#include <Node.hpp>
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#include <Label.hpp>
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namespace godot
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namespace alai
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{
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/**
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* @brief This class controls what happens when the Coin is in the collected .
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*
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*/
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class CoinCounter : public Label
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class CoinCounter : public godot::Label
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{
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GODOT_CLASS(CoinCounter, Label)
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GODOT_CLASS(CoinCounter, godot::Label)
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private:
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int coins = 0;
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int coins;
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public:
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/**
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@ -1,56 +1,46 @@
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#include "coin/CoinNotCollected.h"
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#include <Area2D.hpp>
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using namespace godot;
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void CoinNotCollected::_register_methods()
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void alai::CoinNotCollected::_register_methods()
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{
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register_method("_state_enter", &CoinNotCollected::_state_enter);
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register_method("_state_exit", &CoinNotCollected::_state_exit);
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register_method("_on_body_entered", &CoinNotCollected::_on_body_entered);
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}
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CoinNotCollected::CoinNotCollected()
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alai::CoinNotCollected::CoinNotCollected()
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{
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}
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CoinNotCollected::~CoinNotCollected()
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alai::CoinNotCollected::~CoinNotCollected()
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{
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}
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void CoinNotCollected::_init()
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void alai::CoinNotCollected::_init()
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{
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}
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void CoinNotCollected::_state_enter()
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void alai::CoinNotCollected::_state_enter()
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{
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animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
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animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
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animated_sprite->set_animation("spin");
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animated_sprite->play();
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}
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void CoinNotCollected::_state_exit()
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void alai::CoinNotCollected::_state_exit()
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{
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}
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void CoinNotCollected::_on_body_entered(Node *node)
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void alai::CoinNotCollected::_on_body_entered(Node *node)
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{
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Godot::print("Coin touched");
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auto parent_node = get_parent();
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if (parent_node != nullptr)
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{
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auto coin = Object::cast_to<Area2D>(parent_node);
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auto coin = Object::cast_to<godot::Area2D>(parent_node);
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coin->set_collision_mask_bit(0, false);
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}
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get_state_machine()->change("CoinCollected");
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}
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@ -1,28 +1,27 @@
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#ifndef ALAI_COIN_NOT_COLLECTED
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#define ALAI_COIN_NOT_COLLECTED
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#ifndef ALAI_COIN_COIN_NOT_COLLECTED_H
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#define ALAI_COIN_COIN_NOT_COLLECTED_H
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#include "state_machine/State.h"
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#include <Godot.hpp>
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#include <Node.hpp>
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#include <AnimatedSprite.hpp>
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#include <Godot.hpp>
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namespace godot
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namespace alai
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{
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/**
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* @brief This class controls what happens when the Coin is in the not collected state.
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*
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*/
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class CoinNotCollected : public State
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class CoinNotCollected : public alai::State
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{
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GODOT_CLASS(CoinNotCollected, State)
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GODOT_CLASS(CoinNotCollected, alai::State)
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private:
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/**
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* @brief The animated sprite of the Coin.
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*
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*/
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AnimatedSprite *animated_sprite;
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godot::AnimatedSprite *animated_sprite;
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public:
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/**
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@ -70,7 +69,6 @@ namespace godot
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*/
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void _on_body_entered(Node *node);
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};
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}
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#endif
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@ -1,55 +1,46 @@
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#include "goal/GoalNotReached.h"
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#include <Area2D.hpp>
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using namespace godot;
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void GoalNotReached::_register_methods()
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void alai::GoalNotReached::_register_methods()
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{
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register_method("_state_enter", &GoalNotReached::_state_enter);
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register_method("_state_exit", &GoalNotReached::_state_exit);
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register_method("_on_Goal_body_entered", &GoalNotReached::_on_Goal_body_entered);
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}
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GoalNotReached::GoalNotReached()
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alai::GoalNotReached::GoalNotReached()
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{
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}
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GoalNotReached::~GoalNotReached()
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alai::GoalNotReached::~GoalNotReached()
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{
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}
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void GoalNotReached::_init()
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void alai::GoalNotReached::_init()
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{
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}
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void GoalNotReached::_state_enter()
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void alai::GoalNotReached::_state_enter()
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{
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animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
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animated_sprite = get_parent()->get_node<godot::AnimatedSprite>("AnimatedSprite");
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animated_sprite->set_animation("flagmove");
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animated_sprite->play();
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}
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void GoalNotReached::_state_exit()
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void alai::GoalNotReached::_state_exit()
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{
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}
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void GoalNotReached::_on_Goal_body_entered(Node *node)
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void alai::GoalNotReached::_on_Goal_body_entered(Node *node)
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{
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auto parent_node = get_parent();
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if (parent_node != nullptr)
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{
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auto goal = Object::cast_to<Area2D>(parent_node);
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auto goal = Object::cast_to<godot::Area2D>(parent_node);
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goal->set_collision_mask_bit(0, false);
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}
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get_state_machine()->change("GoalReached");
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}
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@ -1,28 +1,27 @@
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#ifndef ALAI_GOAL_NOT_REACHED
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#define ALAI_GOAL_NOT_REACHED
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#ifndef ALAI_GOAL_GOAL_NOT_REACHED_H
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#define ALAI_GOAL_GOAL_NOT_REACHED_H
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#include "state_machine/State.h"
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#include <Godot.hpp>
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#include <Node.hpp>
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#include <AnimatedSprite.hpp>
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#include <Godot.hpp>
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namespace godot
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namespace alai
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{
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/**
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* @brief This class controls what happens when the Coin is in the not collected state.
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*
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*/
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class GoalNotReached : public State
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class GoalNotReached : public alai::State
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{
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GODOT_CLASS(GoalNotReached, State)
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GODOT_CLASS(GoalNotReached, alai::State)
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private:
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/**
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* @brief The animated sprite of the Coin.
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*
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*/
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AnimatedSprite *animated_sprite;
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godot::AnimatedSprite *animated_sprite;
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public:
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/**
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@ -70,7 +69,6 @@ namespace godot
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*/
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void _on_Goal_body_entered(Node *node);
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};
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}
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#endif
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|
@ -1,36 +1,30 @@
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#include "goal/GoalReached.h"
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#include <Area2D.hpp>
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using namespace godot;
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void GoalReached::_register_methods()
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void alai::GoalReached::_register_methods()
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{
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register_method("_state_enter", &GoalReached::_state_enter);
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register_method("_state_exit", &GoalReached::_state_exit);
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}
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GoalReached::GoalReached()
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alai::GoalReached::GoalReached()
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{
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}
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GoalReached::~GoalReached()
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alai::GoalReached::~GoalReached()
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{
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}
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void GoalReached::_init()
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void alai::GoalReached::_init()
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{
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}
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void GoalReached::_state_enter()
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void alai::GoalReached::_state_enter()
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{
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Godot::print("Flag touched");
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godot::Godot::print("Flag touched");
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}
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void GoalReached::_state_exit()
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void alai::GoalReached::_state_exit()
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{
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}
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|
@ -1,28 +1,27 @@
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#ifndef ALAI_GOAL_REACHED
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#define ALAI_GOAL_REACHED
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#ifndef ALAI_GOAL_GOAL_REACHED_H
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#define ALAI_GOAL_GOAL_REACHED_H
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#include "state_machine/State.h"
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#include <Godot.hpp>
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#include <Node.hpp>
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#include <AnimatedSprite.hpp>
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#include <Godot.hpp>
|
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namespace godot
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namespace alai
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{
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/**
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* @brief This class controls what happens when the goal flag is in the reached state.
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*
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||||
*/
|
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class GoalReached : public State
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||||
class GoalReached : public alai::State
|
||||
{
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GODOT_CLASS(GoalReached, State)
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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)
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godot::register_class<alai::player::PlayerMove>();
|
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godot::register_class<alai::player::PlayerJump>();
|
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godot::register_class<alai::player::PlayerFall>();
|
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godot::register_class<godot::CoinNotCollected>();
|
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godot::register_class<godot::CoinCollected>();
|
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godot::register_class<godot::CoinCounter>();
|
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godot::register_class<godot::GoalReached>();
|
||||
godot::register_class<godot::GoalNotReached>();
|
||||
godot::register_class<godot::GameOverScreen>();
|
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godot::register_class<alai::CoinNotCollected>();
|
||||
godot::register_class<alai::CoinCollected>();
|
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godot::register_class<alai::CoinCounter>();
|
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godot::register_class<alai::GoalReached>();
|
||||
godot::register_class<alai::GoalNotReached>();
|
||||
godot::register_class<alai::GameOverScreen>();
|
||||
}
|
||||
|
@ -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");
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -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
|
@ -1,4 +1,5 @@
|
||||
#include "player/states/PlayerFall.h"
|
||||
|
||||
#include "player/Player.h"
|
||||
|
||||
void alai::player::PlayerFall::_register_methods()
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include "player/states/PlayerIdle.h"
|
||||
|
||||
#include "player/Player.h"
|
||||
|
||||
void alai::player::PlayerIdle::_register_methods()
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include "player/states/PlayerJump.h"
|
||||
|
||||
#include "player/Player.h"
|
||||
|
||||
#include <AudioStreamPlayer.hpp>
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include "player/states/PlayerMove.h"
|
||||
|
||||
#include "player/Player.h"
|
||||
|
||||
void alai::player::PlayerMove::_register_methods()
|
||||
|
@ -1,4 +1,5 @@
|
||||
#include "state_machine/StateMachine.h"
|
||||
|
||||
#include "state_machine/State.h"
|
||||
|
||||
void alai::StateMachine::_register_methods()
|
||||
|
Loading…
Reference in New Issue
Block a user