develop #34

Merged
cromer merged 36 commits from develop into master 2022-08-28 01:13:46 -04:00
33 changed files with 1197 additions and 29 deletions
Showing only changes of commit 156d3ddcae - Show all commits

8
godot/Event.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 = "Event"
class_name = "Event"
library = ExtResource( 1 )

48
godot/GUI/GameOver.tscn Normal file
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@ -0,0 +1,48 @@
[gd_scene load_steps=7 format=2]
[ext_resource path="res://assets/fonts/ttf/PixelOperator8.ttf" type="DynamicFontData" id=1]
[ext_resource path="res://assets/fonts/ttf/PixelOperatorHB8.ttf" type="DynamicFontData" id=2]
[ext_resource path="res://GUI/botonreiniciar.gdns" type="Script" id=3]
[sub_resource type="DynamicFont" id=1]
size = 50
font_data = ExtResource( 1 )
[sub_resource type="DynamicFont" id=2]
font_data = ExtResource( 2 )
[sub_resource type="StyleBoxFlat" id=3]
bg_color = Color( 0.0705882, 0.917647, 0, 1 )
[node name="GameOver" type="CanvasLayer"]
script = ExtResource( 3 )
[node name="Control" type="Control" parent="."]
margin_right = 40.0
margin_bottom = 40.0
[node name="ColorRect" type="ColorRect" parent="Control"]
margin_right = 512.0
margin_bottom = 288.0
rect_min_size = Vector2( 512, 288 )
color = Color( 0, 0, 0, 1 )
[node name="Label" type="Label" parent="Control"]
margin_left = 66.0
margin_top = 17.0
margin_right = 456.0
margin_bottom = 71.0
custom_fonts/font = SubResource( 1 )
text = "GAME OVER"
align = 1
[node name="botonreiniciar" type="Button" parent="Control"]
margin_left = 194.0
margin_top = 150.0
margin_right = 338.0
margin_bottom = 180.0
custom_fonts/font = SubResource( 2 )
custom_styles/hover = SubResource( 3 )
text = "REINICIAR"
[connection signal="pressed" from="Control/botonreiniciar" to="." method="_on_botonreiniciar_pressed"]

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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 = "GameOverScreen"
class_name = "GameOverScreen"
library = ExtResource( 1 )

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@ -1,7 +1,8 @@
[gd_scene load_steps=3 format=2] [gd_scene load_steps=4 format=2]
[ext_resource path="res://Main.gdns" type="Script" id=1] [ext_resource path="res://Main.gdns" type="Script" id=1]
[ext_resource path="res://levels/Level2.tscn" type="PackedScene" id=2] [ext_resource path="res://levels/Prototype.tscn" type="PackedScene" id=2]
[ext_resource path="res://GUI/GameOver.tscn" type="PackedScene" id=3]
[node name="Main" type="Node"] [node name="Main" type="Node"]
pause_mode = 2 pause_mode = 2
@ -10,3 +11,6 @@ level = ExtResource( 2 )
[node name="Level" type="Node" parent="."] [node name="Level" type="Node" parent="."]
pause_mode = 1 pause_mode = 1
[node name="GameOver" parent="." instance=ExtResource( 3 )]
visible = false

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@ -0,0 +1,71 @@
[gd_scene load_steps=10 format=2]
[ext_resource path="res://assets/coin.png" type="Texture" id=1]
[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=2]
[ext_resource path="res://collectables/coin/states/CoinNotCollected.gdns" type="Script" id=3]
[ext_resource path="res://collectables/coin/states/CoinCollected.gdns" type="Script" id=4]
[sub_resource type="CircleShape2D" id=1]
radius = 6.0
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 0, 0, 18, 18 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 18, 0, 18, 18 )
[sub_resource type="SpriteFrames" id=4]
animations = [ {
"frames": [ SubResource( 2 ), SubResource( 3 ) ],
"loop": true,
"name": "spin",
"speed": 5.0
} ]
[sub_resource type="Animation" id=5]
resource_name = "jump"
length = 0.4
tracks/0/type = "value"
tracks/0/path = NodePath("AnimatedSprite:position")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/keys = {
"times": PoolRealArray( 0, 0.2, 0.4 ),
"transitions": PoolRealArray( 1, 1, 1 ),
"update": 0,
"values": [ Vector2( 0, 0 ), Vector2( 0, -20 ), Vector2( 0, 0 ) ]
}
[node name="Coin" type="Area2D"]
collision_layer = 4
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 9, 9 )
shape = SubResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 4 )
animation = "spin"
frame = 1
playing = true
centered = false
[node name="StateMachine" type="Node" parent="."]
script = ExtResource( 2 )
default_state = "CoinNotCollected"
[node name="CoinNotCollected" type="Node" parent="StateMachine"]
script = ExtResource( 3 )
[node name="CoinCollected" type="Node" parent="StateMachine"]
script = ExtResource( 4 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
anims/jump = SubResource( 5 )
[connection signal="body_entered" from="." to="StateMachine/CoinNotCollected" method="_on_body_entered" flags=6]
[connection signal="animation_finished" from="AnimationPlayer" to="StateMachine/CoinCollected" method="_on_animation_finished" flags=6]

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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 = "CoinCollected"
class_name = "CoinCollected"
library = ExtResource( 1 )

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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 = "CoinNotCollected"
class_name = "CoinNotCollected"
library = ExtResource( 1 )

51
godot/goal/Goal.tscn Normal file
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[gd_scene load_steps=9 format=2]
[ext_resource path="res://assets/flag.png" type="Texture" id=1]
[ext_resource path="res://goal/GoalNotReached.gdns" type="Script" id=2]
[ext_resource path="res://goal/GoalReached.gdns" type="Script" id=3]
[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=4]
[sub_resource type="RectangleShape2D" id=5]
extents = Vector2( 10, 18 )
[sub_resource type="AtlasTexture" id=6]
atlas = ExtResource( 1 )
region = Rect2( 0, 0, 18, 36 )
[sub_resource type="AtlasTexture" id=7]
atlas = ExtResource( 1 )
region = Rect2( 18, 0, 18, 36 )
[sub_resource type="SpriteFrames" id=8]
animations = [ {
"frames": [ SubResource( 6 ), SubResource( 7 ) ],
"loop": true,
"name": "flagmove",
"speed": 5.0
} ]
[node name="Goal" type="Area2D"]
position = Vector2( 324, 378 )
collision_layer = 32
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 18, 18 )
shape = SubResource( 5 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
position = Vector2( 18, 18 )
frames = SubResource( 8 )
animation = "flagmove"
playing = true
[node name="StateMachine" type="Node" parent="."]
script = ExtResource( 4 )
default_state = "GoalNotReached"
[node name="GoalReached" type="Node" parent="StateMachine"]
script = ExtResource( 3 )
[node name="GoalNotReached" type="Node" parent="StateMachine"]
script = ExtResource( 2 )
[connection signal="body_entered" from="." to="StateMachine/GoalNotReached" method="_on_Goal_body_entered"]

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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 = "GoalNotReached"
class_name = "GoalNotReached"
library = ExtResource( 1 )

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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 = "GoalReached"
class_name = "GoalReached"
library = ExtResource( 1 )

8
godot/hud/CoinHUD.gd Normal file
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@ -0,0 +1,8 @@
extends CanvasLayer
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(_delta):
if get_tree().paused:
visible = false
else:
visible = true

58
godot/hud/CoinHUD.tscn Normal file
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[gd_scene load_steps=8 format=2]
[ext_resource path="res://assets/coin.png" type="Texture" id=1]
[ext_resource path="res://hud/coin/Counter.gdns" type="Script" id=2]
[ext_resource path="res://hud/CoinHUD.gd" type="Script" id=3]
[sub_resource type="StyleBoxFlat" id=1]
bg_color = Color( 0, 0, 0, 0.541176 )
[sub_resource type="AtlasTexture" id=2]
atlas = ExtResource( 1 )
region = Rect2( 0, 0, 18, 18 )
[sub_resource type="AtlasTexture" id=3]
atlas = ExtResource( 1 )
region = Rect2( 18, 0, 18, 18 )
[sub_resource type="SpriteFrames" id=4]
animations = [ {
"frames": [ SubResource( 2 ), SubResource( 3 ) ],
"loop": true,
"name": "spin",
"speed": 5.0
} ]
[node name="CoinHUD" type="CanvasLayer"]
pause_mode = 2
script = ExtResource( 3 )
[node name="Panel" type="Panel" parent="."]
margin_left = 144.0
margin_top = 18.0
margin_right = 288.0
margin_bottom = 54.0
custom_styles/panel = SubResource( 1 )
[node name="Label" type="Label" parent="."]
margin_left = 180.0
margin_top = 18.0
margin_right = 220.0
margin_bottom = 36.0
text = "X"
[node name="Coins" type="Label" parent="."]
margin_left = 198.0
margin_top = 18.0
margin_right = 238.0
margin_bottom = 32.0
text = "##"
script = ExtResource( 2 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
position = Vector2( 162, 18 )
frames = SubResource( 4 )
animation = "spin"
frame = 1
playing = true
centered = false

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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 = "CoinCounter"
class_name = "CoinCounter"
library = ExtResource( 1 )

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@ -1,13 +1,17 @@
[gd_scene load_steps=5 format=2] [gd_scene load_steps=8 format=2]
[ext_resource path="res://CameraLimit.gdns" type="Script" id=1] [ext_resource path="res://CameraLimit.gdns" type="Script" id=1]
[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2] [ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2]
[ext_resource path="res://levels/Prototype.tmx" type="PackedScene" id=3] [ext_resource path="res://levels/Prototype.tmx" type="PackedScene" id=3]
[ext_resource path="res://assets/backgrounds/mountains.png" type="Texture" id=4] [ext_resource path="res://assets/backgrounds/mountains.png" type="Texture" id=4]
[ext_resource path="res://collectables/coin/Coin.tscn" type="PackedScene" id=5]
[ext_resource path="res://hud/CoinHUD.tscn" type="PackedScene" id=6]
[ext_resource path="res://goal/Goal.tscn" type="PackedScene" id=8]
[node name="Prototype" type="Node2D"] [node name="Prototype" type="Node2D"]
[node name="Player" parent="." instance=ExtResource( 2 )] [node name="Player" parent="." instance=ExtResource( 2 )]
collision_layer = 5
[node name="Camera2D" type="Camera2D" parent="Player"] [node name="Camera2D" type="Camera2D" parent="Player"]
current = true current = true
@ -39,3 +43,17 @@ centered = false
[node name="Prototype" parent="Map" instance=ExtResource( 3 )] [node name="Prototype" parent="Map" instance=ExtResource( 3 )]
script = ExtResource( 1 ) script = ExtResource( 1 )
[node name="CoinHUD" parent="." instance=ExtResource( 6 )]
[node name="Coins" type="Node" parent="."]
[node name="coin" parent="Coins" instance=ExtResource( 5 )]
position = Vector2( 72, 450 )
[node name="coin2" parent="Coins" instance=ExtResource( 5 )]
position = Vector2( 234, 450 )
[node name="Goal" parent="." instance=ExtResource( 8 )]
[editable path="Coins/coin"]

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@ -50,6 +50,10 @@ var game: Dictionary = {}
func _ready() -> void: func _ready() -> void:
Event.connect("object_created", self, "_object_created")
Event.connect("object_updated", self, "_object_updated")
Event.connect("object_removed", self, "_object_removed")
Event.connect("coin_collected", self, "_on_coin_update")
game_version = get_parent().game_version game_version = get_parent().game_version
player["rut"] = "" player["rut"] = ""

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@ -6,6 +6,7 @@
[node name="Monitor" type="Node"] [node name="Monitor" type="Node"]
pause_mode = 2 pause_mode = 2
script = ExtResource( 1 ) script = ExtResource( 1 )
monitor_enabled = true
[node name="MonitorGUI" parent="." instance=ExtResource( 3 )] [node name="MonitorGUI" parent="." instance=ExtResource( 3 )]
visible = false visible = false

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@ -15,6 +15,10 @@ config/description="This game is for testing an Artificial Intelligence."
run/main_scene="res://Main.tscn" run/main_scene="res://Main.tscn"
config/icon="res://icon.png" config/icon="res://icon.png"
[autoload]
Event="*res://Event.gdns"
[display] [display]
window/size/width=512 window/size/width=512
@ -100,8 +104,10 @@ Send={
2d_physics/layer_1="Player" 2d_physics/layer_1="Player"
2d_physics/layer_2="Tiles" 2d_physics/layer_2="Tiles"
2d_physics/layer_3="Collectables"
2d_physics/layer_4="Enemies" 2d_physics/layer_4="Enemies"
2d_physics/layer_5="Platforms" 2d_physics/layer_5="Platforms"
2d_physics/layer_6="End Level"
[physics] [physics]

23
src/Event.cpp Normal file
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@ -0,0 +1,23 @@
#include "Event.h"
void alai::Event::_register_methods()
{
godot::register_signal<Event>("object_created", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
godot::register_signal<Event>("object_updated", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
godot::register_signal<Event>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
godot::register_signal<Event>("coin_collected", "amount", GODOT_VARIANT_TYPE_INT);
godot::register_signal<Event>("player_died");
}
alai::Event::Event()
{
}
alai::Event::~Event()
{
}
void alai::Event::_init()
{
}

47
src/Event.h Normal file
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@ -0,0 +1,47 @@
#ifndef ALAI_EVENT_H
#define ALAI_EVENT_H
#include <Godot.hpp>
#include <Node.hpp>
namespace alai
{
/**
* @brief This class provides an event bus for the project.
*
* @details This class should be an auto-loaded singleton for the project.
* To use this use Event.connect() and Event.emit_signal() to have global signals.
*/
class Event : public godot::Node
{
GODOT_CLASS(Event, godot::Node)
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 Event object.
*
*/
Event();
/**
* @brief Destroy the Event object.
*
*/
~Event();
/**
* @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();
};
}
#endif

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@ -0,0 +1,55 @@
#include "coin/CoinCollected.h"
#include <AnimationPlayer.hpp>
#include "Event.h"
using namespace godot;
void 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()
{
}
CoinCollected::~CoinCollected()
{
}
void CoinCollected::_init()
{
}
void CoinCollected::_state_enter()
{
auto node = get_parent()->find_node("AnimationPlayer");
if (node != nullptr)
{
auto animation_player = Object::cast_to<AnimationPlayer>(node);
animation_player->play("jump");
}
}
void CoinCollected::_state_exit()
{
}
void CoinCollected::_on_animation_finished(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");
}

75
src/coin/CoinCollected.h Normal file
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@ -0,0 +1,75 @@
#ifndef ALAI_COIN_COLLECTED
#define ALAI_COIN_COLLECTED
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
namespace godot
{
/**
* @brief This class controls what happens when the Coin is in the collected state.
*
*/
class CoinCollected : public State
{
GODOT_CLASS(CoinCollected, State)
private:
/**
* @brief The animated sprite of the Coin.
*
*/
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 CoinCollected object.
*
*/
CoinCollected();
/**
* @brief Destroy the CoinCollected object.
*
*/
~CoinCollected();
/**
* @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 collected state of the coin is entered.
*
*/
void _state_enter();
/**
* @brief Called when the collected state of the coin is exited.
*
*/
void _state_exit();
/**
* @brief Called when the animation of the collected coin has finished.
*
*/
void _on_animation_finished(String anim_name);
};
}
#endif

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

63
src/coin/CoinCounter.h Normal file
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@ -0,0 +1,63 @@
#ifndef ALAI_COIN_COUNTER
#define ALAI_COIN_COUNTER
#include <Godot.hpp>
#include <Node.hpp>
#include <Label.hpp>
namespace godot
{
/**
* @brief This class controls what happens when the Coin is in the collected .
*
*/
class CoinCounter : public Label
{
GODOT_CLASS(CoinCounter, Label)
private:
int coins = 0;
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 CoinCounter object.
*
*/
CoinCounter();
/**
* @brief Destroy the CoinCounter object.
*
*/
~CoinCounter();
/**
* @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 collected of the coin is entered.
*
*/
void _on_CoinHUD_ready();
void _on_coin_collected(int amount);
void _ready();
};
}
#endif

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@ -0,0 +1,56 @@
#include "coin/CoinNotCollected.h"
#include <Area2D.hpp>
using namespace godot;
void 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()
{
}
CoinNotCollected::~CoinNotCollected()
{
}
void CoinNotCollected::_init()
{
}
void CoinNotCollected::_state_enter()
{
animated_sprite = get_parent()->get_node<AnimatedSprite>("AnimatedSprite");
animated_sprite->set_animation("spin");
animated_sprite->play();
}
void CoinNotCollected::_state_exit()
{
}
void 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);
coin->set_collision_mask_bit(0, false);
}
get_state_machine()->change("CoinCollected");
}

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@ -0,0 +1,76 @@
#ifndef ALAI_COIN_NOT_COLLECTED
#define ALAI_COIN_NOT_COLLECTED
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
namespace godot
{
/**
* @brief This class controls what happens when the Coin is in the not collected state.
*
*/
class CoinNotCollected : public State
{
GODOT_CLASS(CoinNotCollected, State)
private:
/**
* @brief The animated sprite of the Coin.
*
*/
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 CoinNotCollected object.
*
*/
CoinNotCollected();
/**
* @brief Destroy the CoinNotCollected object.
*
*/
~CoinNotCollected();
/**
* @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 not collected state of the coin is entered.
*
*/
void _state_enter();
/**
* @brief Called when the not collected state of the coin is exited.
*
*/
void _state_exit();
/**
* @brief Method called on body entered.
*
* @param[in] node Node interacting with whoever
*/
void _on_body_entered(Node *node);
};
}
#endif

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

76
src/goal/GoalNotReached.h Normal file
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@ -0,0 +1,76 @@
#ifndef ALAI_GOAL_NOT_REACHED
#define ALAI_GOAL_NOT_REACHED
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
namespace godot
{
/**
* @brief This class controls what happens when the Coin is in the not collected state.
*
*/
class GoalNotReached : public State
{
GODOT_CLASS(GoalNotReached, State)
private:
/**
* @brief The animated sprite of the Coin.
*
*/
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 GoalNotReached object.
*
*/
GoalNotReached();
/**
* @brief Destroy the GoalNotReached object.
*
*/
~GoalNotReached();
/**
* @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 not collected state of the coin is entered.
*
*/
void _state_enter();
/**
* @brief Called when the not collected state of the coin is exited.
*
*/
void _state_exit();
/**
* @brief Method called on body entered.
*
* @param[in] node Node interacting with whoever
*/
void _on_Goal_body_entered(Node *node);
};
}
#endif

36
src/goal/GoalReached.cpp Normal file
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@ -0,0 +1,36 @@
#include "goal/GoalReached.h"
#include <Area2D.hpp>
using namespace godot;
void GoalReached::_register_methods()
{
register_method("_state_enter", &GoalReached::_state_enter);
register_method("_state_exit", &GoalReached::_state_exit);
}
GoalReached::GoalReached()
{
}
GoalReached::~GoalReached()
{
}
void GoalReached::_init()
{
}
void GoalReached::_state_enter()
{
Godot::print("Flag touched");
}
void GoalReached::_state_exit()
{
}

74
src/goal/GoalReached.h Normal file
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@ -0,0 +1,74 @@
#ifndef ALAI_GOAL_REACHED
#define ALAI_GOAL_REACHED
#include "state_machine/State.h"
#include <Godot.hpp>
#include <Node.hpp>
#include <AnimatedSprite.hpp>
namespace godot
{
/**
* @brief This class controls what happens when the goal flag is in the reached state.
*
*/
class GoalReached : public State
{
GODOT_CLASS(GoalReached, State)
private:
/**
* @brief The animated sprite of the Coin.
*
*/
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 GoalReached object.
*
*/
GoalReached();
/**
* @brief Destroy the GoalReached object.
*
*/
~GoalReached();
/**
* @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 collected state of the coin is entered.
*
*/
void _state_enter();
/**
* @brief Called when the collected state of the coin is exited.
*
*/
void _state_exit();
/**
* @brief Called when the animation of the collected coin has finished.
*
*/
};
}
#endif

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@ -1,14 +1,21 @@
#include <Godot.hpp> #include <Godot.hpp>
#include "CameraLimit.h" #include "Event.h"
#include "Main.h"
#include "state_machine/State.h"
#include "state_machine/StateMachine.h" #include "state_machine/StateMachine.h"
#include "state_machine/State.h"
#include "Main.h"
#include "CameraLimit.h"
#include "player/Player.h" #include "player/Player.h"
#include "player/states/PlayerIdle.h" #include "player/states/PlayerIdle.h"
#include "player/states/PlayerMove.h" #include "player/states/PlayerMove.h"
#include "player/states/PlayerJump.h" #include "player/states/PlayerJump.h"
#include "player/states/PlayerFall.h" #include "player/states/PlayerFall.h"
#include "coin/CoinNotCollected.h"
#include "coin/CoinCollected.h"
#include "coin/CoinCounter.h"
#include "goal/GoalReached.h"
#include "goal/GoalNotReached.h"
#include "gui/game_over/GameOverScreen.h"
/** /**
* @brief This function connects the gdnative init function. * @brief This function connects the gdnative init function.
@ -39,6 +46,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
{ {
godot::Godot::nativescript_init(handle); godot::Godot::nativescript_init(handle);
godot::register_class<alai::Event>();
godot::register_class<alai::StateMachine>(); godot::register_class<alai::StateMachine>();
godot::register_class<alai::State>(); godot::register_class<alai::State>();
godot::register_class<alai::Main>(); godot::register_class<alai::Main>();
@ -48,4 +56,10 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
godot::register_class<alai::player::PlayerMove>(); godot::register_class<alai::player::PlayerMove>();
godot::register_class<alai::player::PlayerJump>(); godot::register_class<alai::player::PlayerJump>();
godot::register_class<alai::player::PlayerFall>(); 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>();
} }

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@ -0,0 +1,98 @@
#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 <Viewport.hpp>
using namespace godot;
void GameOverScreen::_register_methods()
{
register_method("_on_botonreiniciar_pressed", &GameOverScreen::_on_botonreiniciar_pressed);
register_method("_ready", &GameOverScreen::_ready);
register_method("connect_signal", &GameOverScreen::connect_signal);
register_method("_on_player_died", &GameOverScreen::_on_player_died);
}
GameOverScreen::GameOverScreen()
{
}
GameOverScreen::~GameOverScreen()
{
}
void GameOverScreen::_init()
{
_resource_loader = ResourceLoader::get_singleton();
}
void GameOverScreen::_ready()
{
connect_signal();
}
void GameOverScreen::_on_botonreiniciar_pressed()
{
if (_resource_loader->exists("res://levels/Prototype.tscn")) //CAMBIAR A DINAMICO
{
Ref<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");
}
else
{
WARN_PRINT("Node level not found!");
}
}
}
void GameOverScreen::_on_player_died() //eliminar nivel
{
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)
{
auto child = level_node->get_child(0);
if (child != nullptr)
{
child->queue_free();
}
else
{
WARN_PRINT("Child not found!");
}
}
else
{
WARN_PRINT("Node level not found!");
}
}
void GameOverScreen::connect_signal()
{
auto event = get_node<alai::Event>("/root/Event");
event->connect("player_died", this, "_on_player_died");
}

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@ -0,0 +1,62 @@
#ifndef ALAI_GAME_OVER_SCREEN_H
#define ALAI_GAME_OVER_SCREEN_H
#include <Godot.hpp>
#include <CanvasLayer.hpp>
#include <ResourceLoader.hpp>
namespace godot
{
/**
* @brief This class controls what happens when the Coin is in the collected .
*
*/
class GameOverScreen : public CanvasLayer
{
GODOT_CLASS(GameOverScreen, CanvasLayer)
private:
ResourceLoader *_resource_loader;
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 GameOverScreen object.
*
*/
GameOverScreen();
/**
* @brief Destroy the GameOverScreen object.
*
*/
~GameOverScreen();
/**
* @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 collected of the coin is entered.
*
*/
void _ready();
void _on_player_died();
void _on_botonreiniciar_pressed();
void connect_signal();
};
}
#endif

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@ -1,5 +1,7 @@
#include "player/Player.h" #include "player/Player.h"
#include "Event.h"
#include <Camera2D.hpp> #include <Camera2D.hpp>
#include <KinematicCollision2D.hpp> #include <KinematicCollision2D.hpp>
#include <RayCast2D.hpp> #include <RayCast2D.hpp>
@ -24,9 +26,6 @@ void alai::player::Player::_register_methods()
godot::register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity); godot::register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, player::gravity);
godot::register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed); godot::register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, player::run_speed);
godot::register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump); godot::register_property<Player, bool>("double_jump", &Player::set_double_jump, &Player::get_double_jump, player::double_jump);
godot::register_signal<Player>("object_created", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
godot::register_signal<Player>("object_updated", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
godot::register_signal<Player>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
} }
alai::player::Player::Player() alai::player::Player::Player()
@ -78,28 +77,16 @@ void alai::player::Player::_ready()
} }
void alai::player::Player::_on_monitor_loaded() { void alai::player::Player::_on_monitor_loaded() {
auto object_node = get_tree()->get_root()->find_node("Monitor", true, false);
if (object_node != nullptr)
{
auto state = get_node("StateMachine")->get_child(0); auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr) if (state != nullptr)
{ {
connect("object_created", object_node, "_object_created"); auto event = get_node<alai::Event>("/root/Event");
connect("object_updated", object_node, "_object_updated"); event->emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity);
connect("object_removed", object_node, "_object_removed");
emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity);
} }
else else
{ {
WARN_PRINT("State not found!"); WARN_PRINT("State not found!");
} }
}
#ifndef NDEBUG
else
{
WARN_PRINT("Monitor not found!");
}
#endif
} }
void alai::player::Player::_physics_process(float delta) void alai::player::Player::_physics_process(float delta)
@ -176,21 +163,24 @@ void alai::player::Player::_physics_process(float delta)
{ {
if (!notifier->is_on_screen()) if (!notifier->is_on_screen())
{ {
if (get_parent()->get_class() == "TileMap") auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("player_died");
/*if (get_parent()->get_class() == "TileMap")
{ {
auto error = get_tree()->change_scene("res://Main.tscn"); auto error = get_tree()->change_scene("res://Main.tscn");
if (error != godot::Error::OK) if (error != godot::Error::OK)
{ {
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!"); ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
} }
} }*/
} }
} }
auto state = get_node("StateMachine")->get_child(0); auto state = get_node("StateMachine")->get_child(0);
if (state != nullptr) if (state != nullptr)
{ {
emit_signal("object_updated", this->get_name(), state->get_name(), get_global_position(), velocity); auto event = get_node<alai::Event>("/root/Event");
event->emit_signal("object_updated", this->get_name(), state->get_name(), get_global_position(), velocity);
} }
else else
{ {