develop #34
8
godot/Event.gdns
Normal file
8
godot/Event.gdns
Normal file
@ -0,0 +1,8 @@
|
||||
[gd_resource type="NativeScript" load_steps=2 format=2]
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||||
|
||||
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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||||
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||||
[resource]
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resource_name = "Event"
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class_name = "Event"
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||||
library = ExtResource( 1 )
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48
godot/GUI/GameOver.tscn
Normal file
48
godot/GUI/GameOver.tscn
Normal file
@ -0,0 +1,48 @@
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||||
[gd_scene load_steps=7 format=2]
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||||
|
||||
[ext_resource path="res://assets/fonts/ttf/PixelOperator8.ttf" type="DynamicFontData" id=1]
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||||
[ext_resource path="res://assets/fonts/ttf/PixelOperatorHB8.ttf" type="DynamicFontData" id=2]
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||||
[ext_resource path="res://GUI/botonreiniciar.gdns" type="Script" id=3]
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||||
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||||
[sub_resource type="DynamicFont" id=1]
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size = 50
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font_data = ExtResource( 1 )
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[sub_resource type="DynamicFont" id=2]
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font_data = ExtResource( 2 )
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[sub_resource type="StyleBoxFlat" id=3]
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bg_color = Color( 0.0705882, 0.917647, 0, 1 )
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[node name="GameOver" type="CanvasLayer"]
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script = ExtResource( 3 )
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[node name="Control" type="Control" parent="."]
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margin_right = 40.0
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margin_bottom = 40.0
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[node name="ColorRect" type="ColorRect" parent="Control"]
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margin_right = 512.0
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margin_bottom = 288.0
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rect_min_size = Vector2( 512, 288 )
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color = Color( 0, 0, 0, 1 )
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[node name="Label" type="Label" parent="Control"]
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margin_left = 66.0
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margin_top = 17.0
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margin_right = 456.0
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margin_bottom = 71.0
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custom_fonts/font = SubResource( 1 )
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text = "GAME OVER"
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align = 1
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[node name="botonreiniciar" type="Button" parent="Control"]
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margin_left = 194.0
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margin_top = 150.0
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margin_right = 338.0
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margin_bottom = 180.0
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custom_fonts/font = SubResource( 2 )
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custom_styles/hover = SubResource( 3 )
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text = "REINICIAR"
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[connection signal="pressed" from="Control/botonreiniciar" to="." method="_on_botonreiniciar_pressed"]
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8
godot/GUI/botonreiniciar.gdns
Normal file
8
godot/GUI/botonreiniciar.gdns
Normal file
@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "GameOverScreen"
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class_name = "GameOverScreen"
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library = ExtResource( 1 )
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@ -1,7 +1,8 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://Main.gdns" type="Script" id=1]
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||||
[ext_resource path="res://levels/Level2.tscn" type="PackedScene" id=2]
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||||
[ext_resource path="res://levels/Prototype.tscn" type="PackedScene" id=2]
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[ext_resource path="res://GUI/GameOver.tscn" type="PackedScene" id=3]
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[node name="Main" type="Node"]
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pause_mode = 2
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@ -10,3 +11,6 @@ level = ExtResource( 2 )
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[node name="Level" type="Node" parent="."]
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pause_mode = 1
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[node name="GameOver" parent="." instance=ExtResource( 3 )]
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visible = false
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71
godot/collectables/coin/Coin.tscn
Normal file
71
godot/collectables/coin/Coin.tscn
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@ -0,0 +1,71 @@
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[gd_scene load_steps=10 format=2]
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[ext_resource path="res://assets/coin.png" type="Texture" id=1]
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[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=2]
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[ext_resource path="res://collectables/coin/states/CoinNotCollected.gdns" type="Script" id=3]
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[ext_resource path="res://collectables/coin/states/CoinCollected.gdns" type="Script" id=4]
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[sub_resource type="CircleShape2D" id=1]
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radius = 6.0
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[sub_resource type="AtlasTexture" id=2]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 0, 18, 18 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = ExtResource( 1 )
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region = Rect2( 18, 0, 18, 18 )
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[sub_resource type="SpriteFrames" id=4]
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animations = [ {
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"frames": [ SubResource( 2 ), SubResource( 3 ) ],
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"loop": true,
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"name": "spin",
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"speed": 5.0
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} ]
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[sub_resource type="Animation" id=5]
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resource_name = "jump"
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length = 0.4
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tracks/0/type = "value"
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tracks/0/path = NodePath("AnimatedSprite:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/keys = {
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"times": PoolRealArray( 0, 0.2, 0.4 ),
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"transitions": PoolRealArray( 1, 1, 1 ),
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"update": 0,
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"values": [ Vector2( 0, 0 ), Vector2( 0, -20 ), Vector2( 0, 0 ) ]
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}
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[node name="Coin" type="Area2D"]
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collision_layer = 4
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 9, 9 )
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shape = SubResource( 1 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 4 )
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animation = "spin"
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frame = 1
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playing = true
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centered = false
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[node name="StateMachine" type="Node" parent="."]
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script = ExtResource( 2 )
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default_state = "CoinNotCollected"
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[node name="CoinNotCollected" type="Node" parent="StateMachine"]
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script = ExtResource( 3 )
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[node name="CoinCollected" type="Node" parent="StateMachine"]
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script = ExtResource( 4 )
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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anims/jump = SubResource( 5 )
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[connection signal="body_entered" from="." to="StateMachine/CoinNotCollected" method="_on_body_entered" flags=6]
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[connection signal="animation_finished" from="AnimationPlayer" to="StateMachine/CoinCollected" method="_on_animation_finished" flags=6]
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8
godot/collectables/coin/states/CoinCollected.gdns
Normal file
8
godot/collectables/coin/states/CoinCollected.gdns
Normal file
@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "CoinCollected"
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class_name = "CoinCollected"
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library = ExtResource( 1 )
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8
godot/collectables/coin/states/CoinNotCollected.gdns
Normal file
8
godot/collectables/coin/states/CoinNotCollected.gdns
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@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "CoinNotCollected"
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class_name = "CoinNotCollected"
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library = ExtResource( 1 )
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51
godot/goal/Goal.tscn
Normal file
51
godot/goal/Goal.tscn
Normal file
@ -0,0 +1,51 @@
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[gd_scene load_steps=9 format=2]
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[ext_resource path="res://assets/flag.png" type="Texture" id=1]
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[ext_resource path="res://goal/GoalNotReached.gdns" type="Script" id=2]
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[ext_resource path="res://goal/GoalReached.gdns" type="Script" id=3]
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[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=4]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 10, 18 )
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[sub_resource type="AtlasTexture" id=6]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 0, 18, 36 )
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[sub_resource type="AtlasTexture" id=7]
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atlas = ExtResource( 1 )
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region = Rect2( 18, 0, 18, 36 )
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[sub_resource type="SpriteFrames" id=8]
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animations = [ {
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"frames": [ SubResource( 6 ), SubResource( 7 ) ],
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"loop": true,
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"name": "flagmove",
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"speed": 5.0
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} ]
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[node name="Goal" type="Area2D"]
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position = Vector2( 324, 378 )
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collision_layer = 32
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 18, 18 )
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shape = SubResource( 5 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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position = Vector2( 18, 18 )
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frames = SubResource( 8 )
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animation = "flagmove"
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playing = true
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[node name="StateMachine" type="Node" parent="."]
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script = ExtResource( 4 )
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default_state = "GoalNotReached"
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[node name="GoalReached" type="Node" parent="StateMachine"]
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script = ExtResource( 3 )
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[node name="GoalNotReached" type="Node" parent="StateMachine"]
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script = ExtResource( 2 )
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[connection signal="body_entered" from="." to="StateMachine/GoalNotReached" method="_on_Goal_body_entered"]
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8
godot/goal/GoalNotReached.gdns
Normal file
8
godot/goal/GoalNotReached.gdns
Normal file
@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "GoalNotReached"
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class_name = "GoalNotReached"
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library = ExtResource( 1 )
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8
godot/goal/GoalReached.gdns
Normal file
8
godot/goal/GoalReached.gdns
Normal file
@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "GoalReached"
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class_name = "GoalReached"
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library = ExtResource( 1 )
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8
godot/hud/CoinHUD.gd
Normal file
8
godot/hud/CoinHUD.gd
Normal file
@ -0,0 +1,8 @@
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extends CanvasLayer
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _physics_process(_delta):
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if get_tree().paused:
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visible = false
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else:
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visible = true
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58
godot/hud/CoinHUD.tscn
Normal file
58
godot/hud/CoinHUD.tscn
Normal file
@ -0,0 +1,58 @@
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://assets/coin.png" type="Texture" id=1]
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[ext_resource path="res://hud/coin/Counter.gdns" type="Script" id=2]
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[ext_resource path="res://hud/CoinHUD.gd" type="Script" id=3]
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[sub_resource type="StyleBoxFlat" id=1]
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bg_color = Color( 0, 0, 0, 0.541176 )
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[sub_resource type="AtlasTexture" id=2]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 0, 18, 18 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = ExtResource( 1 )
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region = Rect2( 18, 0, 18, 18 )
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[sub_resource type="SpriteFrames" id=4]
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animations = [ {
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"frames": [ SubResource( 2 ), SubResource( 3 ) ],
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"loop": true,
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"name": "spin",
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"speed": 5.0
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} ]
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[node name="CoinHUD" type="CanvasLayer"]
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pause_mode = 2
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script = ExtResource( 3 )
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[node name="Panel" type="Panel" parent="."]
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margin_left = 144.0
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margin_top = 18.0
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margin_right = 288.0
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margin_bottom = 54.0
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custom_styles/panel = SubResource( 1 )
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[node name="Label" type="Label" parent="."]
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margin_left = 180.0
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margin_top = 18.0
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margin_right = 220.0
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margin_bottom = 36.0
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text = "X"
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[node name="Coins" type="Label" parent="."]
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margin_left = 198.0
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margin_top = 18.0
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margin_right = 238.0
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margin_bottom = 32.0
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text = "##"
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script = ExtResource( 2 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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position = Vector2( 162, 18 )
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frames = SubResource( 4 )
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animation = "spin"
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frame = 1
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playing = true
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centered = false
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8
godot/hud/coin/Counter.gdns
Normal file
8
godot/hud/coin/Counter.gdns
Normal file
@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "CoinCounter"
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class_name = "CoinCounter"
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library = ExtResource( 1 )
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@ -1,13 +1,17 @@
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[gd_scene load_steps=5 format=2]
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[gd_scene load_steps=8 format=2]
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[ext_resource path="res://CameraLimit.gdns" type="Script" id=1]
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[ext_resource path="res://characters/player/Player.tscn" type="PackedScene" id=2]
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[ext_resource path="res://levels/Prototype.tmx" type="PackedScene" id=3]
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[ext_resource path="res://assets/backgrounds/mountains.png" type="Texture" id=4]
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[ext_resource path="res://collectables/coin/Coin.tscn" type="PackedScene" id=5]
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[ext_resource path="res://hud/CoinHUD.tscn" type="PackedScene" id=6]
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[ext_resource path="res://goal/Goal.tscn" type="PackedScene" id=8]
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[node name="Prototype" type="Node2D"]
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[node name="Player" parent="." instance=ExtResource( 2 )]
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collision_layer = 5
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[node name="Camera2D" type="Camera2D" parent="Player"]
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current = true
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@ -39,3 +43,17 @@ centered = false
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[node name="Prototype" parent="Map" instance=ExtResource( 3 )]
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script = ExtResource( 1 )
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[node name="CoinHUD" parent="." instance=ExtResource( 6 )]
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[node name="Coins" type="Node" parent="."]
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[node name="coin" parent="Coins" instance=ExtResource( 5 )]
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position = Vector2( 72, 450 )
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||||
|
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[node name="coin2" parent="Coins" instance=ExtResource( 5 )]
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position = Vector2( 234, 450 )
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||||
|
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[node name="Goal" parent="." instance=ExtResource( 8 )]
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||||
|
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[editable path="Coins/coin"]
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|
@ -50,6 +50,10 @@ var game: Dictionary = {}
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func _ready() -> void:
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Event.connect("object_created", self, "_object_created")
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Event.connect("object_updated", self, "_object_updated")
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Event.connect("object_removed", self, "_object_removed")
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||||
Event.connect("coin_collected", self, "_on_coin_update")
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||||
game_version = get_parent().game_version
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||||
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player["rut"] = ""
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|
@ -6,6 +6,7 @@
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||||
[node name="Monitor" type="Node"]
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||||
pause_mode = 2
|
||||
script = ExtResource( 1 )
|
||||
monitor_enabled = true
|
||||
|
||||
[node name="MonitorGUI" parent="." instance=ExtResource( 3 )]
|
||||
visible = false
|
||||
|
@ -15,6 +15,10 @@ config/description="This game is for testing an Artificial Intelligence."
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||||
run/main_scene="res://Main.tscn"
|
||||
config/icon="res://icon.png"
|
||||
|
||||
[autoload]
|
||||
|
||||
Event="*res://Event.gdns"
|
||||
|
||||
[display]
|
||||
|
||||
window/size/width=512
|
||||
@ -100,8 +104,10 @@ Send={
|
||||
|
||||
2d_physics/layer_1="Player"
|
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2d_physics/layer_2="Tiles"
|
||||
2d_physics/layer_3="Collectables"
|
||||
2d_physics/layer_4="Enemies"
|
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2d_physics/layer_5="Platforms"
|
||||
2d_physics/layer_6="End Level"
|
||||
|
||||
[physics]
|
||||
|
||||
|
23
src/Event.cpp
Normal file
23
src/Event.cpp
Normal file
@ -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
47
src/Event.h
Normal file
@ -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
|
55
src/coin/CoinCollected.cpp
Normal file
55
src/coin/CoinCollected.cpp
Normal file
@ -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
75
src/coin/CoinCollected.h
Normal file
@ -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
43
src/coin/CoinCounter.cpp
Normal file
@ -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
63
src/coin/CoinCounter.h
Normal file
@ -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
|
56
src/coin/CoinNotCollected.cpp
Normal file
56
src/coin/CoinNotCollected.cpp
Normal file
@ -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");
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
76
src/coin/CoinNotCollected.h
Normal file
76
src/coin/CoinNotCollected.h
Normal file
@ -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
|
55
src/goal/GoalNotReached.cpp
Normal file
55
src/goal/GoalNotReached.cpp
Normal file
@ -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
76
src/goal/GoalNotReached.h
Normal file
@ -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
36
src/goal/GoalReached.cpp
Normal file
@ -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
74
src/goal/GoalReached.h
Normal file
@ -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
|
@ -1,14 +1,21 @@
|
||||
#include <Godot.hpp>
|
||||
|
||||
#include "CameraLimit.h"
|
||||
#include "Main.h"
|
||||
#include "state_machine/State.h"
|
||||
#include "Event.h"
|
||||
#include "state_machine/StateMachine.h"
|
||||
#include "state_machine/State.h"
|
||||
#include "Main.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"
|
||||
#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.
|
||||
@ -39,6 +46,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
|
||||
{
|
||||
godot::Godot::nativescript_init(handle);
|
||||
|
||||
godot::register_class<alai::Event>();
|
||||
godot::register_class<alai::StateMachine>();
|
||||
godot::register_class<alai::State>();
|
||||
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::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>();
|
||||
}
|
||||
|
98
src/gui/game_over/GameOverScreen.cpp
Normal file
98
src/gui/game_over/GameOverScreen.cpp
Normal file
@ -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");
|
||||
}
|
||||
|
||||
|
||||
|
62
src/gui/game_over/GameOverScreen.h
Normal file
62
src/gui/game_over/GameOverScreen.h
Normal file
@ -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
|
@ -1,5 +1,7 @@
|
||||
#include "player/Player.h"
|
||||
|
||||
#include "Event.h"
|
||||
|
||||
#include <Camera2D.hpp>
|
||||
#include <KinematicCollision2D.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>("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_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()
|
||||
@ -78,28 +77,16 @@ void alai::player::Player::_ready()
|
||||
}
|
||||
|
||||
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);
|
||||
if (state != nullptr)
|
||||
{
|
||||
connect("object_created", object_node, "_object_created");
|
||||
connect("object_updated", object_node, "_object_updated");
|
||||
connect("object_removed", object_node, "_object_removed");
|
||||
emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity);
|
||||
auto event = get_node<alai::Event>("/root/Event");
|
||||
event->emit_signal("object_created", this->get_name(), state->get_name(), get_global_position(), velocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
WARN_PRINT("State not found!");
|
||||
}
|
||||
}
|
||||
#ifndef NDEBUG
|
||||
else
|
||||
{
|
||||
WARN_PRINT("Monitor not found!");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
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 (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");
|
||||
if (error != godot::Error::OK)
|
||||
{
|
||||
ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
auto state = get_node("StateMachine")->get_child(0);
|
||||
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
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user