tweaks #4
4
Makefile
4
Makefile
@ -24,10 +24,10 @@ godot-cpp-windows:
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game: game-linux game-windows
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game-linux:
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scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) target_path=godot/gdnative/ target_name=libjuego platform=linux bits=64 -j $(PROCS)
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scons use_llvm=$(USE_LLVM) target=$(RELEASE_TYPE) target_path=godot/gdnative/ target_name=libalai platform=linux bits=64 -j $(PROCS)
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game-windows:
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scons target=$(RELEASE_TYPE) target_name=libjuego target_path=godot/gdnative/ platform=windows bits=64 -j $(PROCS)
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scons target=$(RELEASE_TYPE) target_name=libalai target_path=godot/gdnative/ platform=windows bits=64 -j $(PROCS)
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docs:
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# if doxygen and bear are installed create the code documentation
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@ -1,5 +1,5 @@
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# Juego
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# Alai
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## License
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[3-Clause BSD License](LICENSE)
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[3-Clause BSD License](LICENSE)
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@ -32,7 +32,7 @@ DOXYFILE_ENCODING = UTF-8
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# title of most generated pages and in a few other places.
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# The default value is: My Project.
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PROJECT_NAME = "juego"
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PROJECT_NAME = "Alai"
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# The PROJECT_NUMBER tag can be used to enter a project or revision number. This
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# could be handy for archiving the generated documentation or if some version
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@ -1,6 +1,6 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/libjuego.tres" type="GDNativeLibrary" id=1]
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[ext_resource path="res://gdnative/libalai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "Main"
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@ -5,6 +5,5 @@
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[node name="Main" type="Node"]
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script = ExtResource( 1 )
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launch_screen = 0
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[node name="Level1" parent="." instance=ExtResource( 2 )]
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@ -1,6 +1,6 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/libjuego.tres" type="GDNativeLibrary" id=1]
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[ext_resource path="res://gdnative/libalai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "Player"
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7
godot/gdnative/libalai.tres
Normal file
7
godot/gdnative/libalai.tres
Normal file
@ -0,0 +1,7 @@
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[gd_resource type="GDNativeLibrary" format=2]
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[resource]
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entry/Windows.64 = "res://gdnative/windows.64/libalai.dll"
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entry/X11.64 = "res://gdnative/linux.64/libalai.so"
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dependency/Windows.64 = [ ]
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dependency/X11.64 = [ ]
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@ -1,7 +0,0 @@
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[gd_resource type="GDNativeLibrary" format=2]
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[resource]
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entry/Windows.64 = "res://gdnative/windows.64/libjuego.dll"
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entry/X11.64 = "res://gdnative/linux.64/libjuego.so"
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dependency/Windows.64 = [ ]
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dependency/X11.64 = [ ]
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@ -10,7 +10,8 @@ config_version=4
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[application]
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config/name="Juego"
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config/name="Alai"
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config/description="This game is for testing an Artificial Intelligence."
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run/main_scene="res://Main.tscn"
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config/icon="res://icon.png"
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12
src/Main.cpp
12
src/Main.cpp
@ -8,9 +8,9 @@ void Main::_register_methods()
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{
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register_method("_ready", &Main::_ready);
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register_method("_physics_process", &Main::_physics_process);
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register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, JUEGO_MAIN_FULL_SCREEN);
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register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, JUEGO_MAIN_WINDOW_SIZE);
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register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, JUEGO_MAIN_LAUNCH_SCREEN);
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register_property<Main, bool>("full_screen", &Main::set_full_screen, &Main::get_full_screen, ALAI_MAIN_FULL_SCREEN);
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register_property<Main, Vector2>("window_size", &Main::set_window_size, &Main::get_window_size, ALAI_MAIN_WINDOW_SIZE);
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register_property<Main, int8_t>("launch_screen", &Main::set_launch_screen, &Main::get_launch_screen, ALAI_MAIN_LAUNCH_SCREEN);
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}
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Main::Main()
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@ -26,9 +26,9 @@ void Main::_init()
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_os = OS::get_singleton();
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_input = Input::get_singleton();
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full_screen = JUEGO_MAIN_FULL_SCREEN;
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window_size = JUEGO_MAIN_WINDOW_SIZE;
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launch_screen = JUEGO_MAIN_LAUNCH_SCREEN;
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full_screen = ALAI_MAIN_FULL_SCREEN;
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window_size = ALAI_MAIN_WINDOW_SIZE;
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launch_screen = ALAI_MAIN_LAUNCH_SCREEN;
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}
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void Main::_ready()
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@ -14,10 +14,10 @@ void Player::_register_methods()
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register_method("_physics_process", &Player::_physics_process);
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register_method("_on_Player_player_moved", &Player::_on_Player_player_moved);
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//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
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register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, JUEGO_PLAYER_SPEED);
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register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, JUEGO_PLAYER_JUMP_FORCE);
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register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, JUEGO_PLAYER_GRAVITY);
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register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, JUEGO_PLAYER_RUN_SPEED);
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register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, ALAI_PLAYER_SPEED);
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register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, ALAI_PLAYER_JUMP_FORCE);
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register_property<Player, float>("gravity", &Player::set_gravity, &Player::get_gravity, ALAI_PLAYER_GRAVITY);
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register_property<Player, float>("run_speed", &Player::set_run_speed, &Player::get_run_speed, ALAI_PLAYER_RUN_SPEED);
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register_signal<Player>("player_moved", "position", GODOT_VARIANT_TYPE_VECTOR2);
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}
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@ -35,11 +35,11 @@ void Player::_init()
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_input = Input::get_singleton();
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_resource_loader = ResourceLoader::get_singleton();
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//sprite_frames = _resource_loader->load(JUEGO_PLAYER_SPRITE_FRAMES);
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set_speed(JUEGO_PLAYER_SPEED);
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set_jump_force(JUEGO_PLAYER_JUMP_FORCE);
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set_gravity(JUEGO_PLAYER_GRAVITY);
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set_run_speed(JUEGO_PLAYER_RUN_SPEED);
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//sprite_frames = _resource_loader->load(ALAI_PLAYER_SPRITE_FRAMES);
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set_speed(ALAI_PLAYER_SPEED);
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set_jump_force(ALAI_PLAYER_JUMP_FORCE);
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set_gravity(ALAI_PLAYER_GRAVITY);
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set_run_speed(ALAI_PLAYER_RUN_SPEED);
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coins = 0;
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@ -1,5 +1,5 @@
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#ifndef JUEGO_MAIN_H
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#define JUEGO_MAIN_H
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#ifndef ALAI_MAIN_H
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#define ALAI_MAIN_H
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#include <Godot.hpp>
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#include <Node.hpp>
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@ -9,17 +9,17 @@
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/**
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* @brief If the game should be full screen or not by default.
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*/
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#define JUEGO_MAIN_FULL_SCREEN false
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#define ALAI_MAIN_FULL_SCREEN false
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/**
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* @brief The default size of the window.
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* @details This is ignored if full screen is true.
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*/
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#define JUEGO_MAIN_WINDOW_SIZE Vector2(1280, 720)
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#define ALAI_MAIN_WINDOW_SIZE Vector2(1280, 720)
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/**
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* @brief Which screen to launch the game on.
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* @details If -1 it will launch the game on the "active" screen. Anything between 0 and N represents the screen number to show the game on when opened.
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*/
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#define JUEGO_MAIN_LAUNCH_SCREEN -1
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#define ALAI_MAIN_LAUNCH_SCREEN -1
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/**
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* @brief This is the godot namespace for all the code included in the library.
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@ -1,26 +1,26 @@
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#ifndef JUEGO_PLAYER_H
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#define JUEGO_PLAYER_H
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#ifndef ALAI_PLAYER_H
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#define ALAI_PLAYER_H
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/**
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* @brief This resource is loaded by default for the AnimatedSprite node.
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*/
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#define JUEGO_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
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#define ALAI_PLAYER_SPRITE_FRAMES "res://characters/player/sprites/green.tres"
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/**
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* @brief The speed the player should move it.
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*/
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#define JUEGO_PLAYER_SPEED 60.0
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#define ALAI_PLAYER_SPEED 60.0
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/**
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* @brief The force applied to the player when jumping.
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*/
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#define JUEGO_PLAYER_JUMP_FORCE 300.0
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#define ALAI_PLAYER_JUMP_FORCE 300.0
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/**
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* @brief The gravity applied to the player.
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*/
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#define JUEGO_PLAYER_GRAVITY 9.81
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#define ALAI_PLAYER_GRAVITY 9.81
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/**
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* @brief The multiplier used to change the speed of the player when running.
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*/
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#define JUEGO_PLAYER_RUN_SPEED 2.0
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#define ALAI_PLAYER_RUN_SPEED 2.0
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#include <Godot.hpp>
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#include <KinematicBody2D.hpp>
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