develop #40
@ -100,8 +100,16 @@ void alai::player::Player::_physics_process(float delta)
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snap_vector = godot::Vector2::DOWN * 20.0;
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}
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auto is_on_platform = false;
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auto platform_detector = get_node<godot::RayCast2D>("PlatformDetector");
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auto is_on_platform = platform_detector->is_colliding();
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if (platform_detector != nullptr)
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{
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is_on_platform = platform_detector->is_colliding();
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}
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else
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{
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WARN_PRINT("PlatformDetector not found!");
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}
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velocity = move_and_slide_with_snap(velocity, snap_vector, godot::Vector2::UP, !is_on_platform, 4, 0.9, false);
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//velocity = move_and_slide(velocity, Vector2::UP, !is_on_platform);
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@ -131,10 +139,12 @@ void alai::player::Player::_physics_process(float delta)
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dup->queue_free();
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}*/
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auto jump_sound = get_node<godot::AudioStreamPlayer>("Sounds/Jump");
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if (jump_sound != nullptr) {
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if (jump_sound != nullptr)
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{
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jump_sound->play();
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}
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else {
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else
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{
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WARN_PRINT("Player jump sound not found!");
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}
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velocity.y = -get_bounce_force();
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@ -151,19 +161,26 @@ void alai::player::Player::_physics_process(float delta)
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// Clamp the player's position inside the camera's limits
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auto camera = get_node<godot::Camera2D>("Camera2D");
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auto position = get_global_position();
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auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
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if (sprite_node != nullptr)
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if (camera != nullptr)
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{
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position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
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position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
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auto position = get_global_position();
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auto sprite_node = get_node<godot::AnimatedSprite>("AnimatedSprite");
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if (sprite_node != nullptr)
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{
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position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2) - sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().x);
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position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3) + sprite_node->get_sprite_frames()->get_frame("idle", 0)->get_size().y);
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}
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else {
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WARN_PRINT("Could not clamp player based on sprite frame size!");
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position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
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position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
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}
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set_global_position(position);
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}
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else {
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WARN_PRINT("Could not clamp player based on sprite frame size!");
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position.x = godot::Math::clamp((float) position.x, (float) camera->get_limit(0), (float) camera->get_limit(2));
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position.y = godot::Math::clamp((float) position.y, (float) camera->get_limit(1), (float) camera->get_limit(3));
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else
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{
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WARN_PRINT("Camera node not found!");
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}
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set_global_position(position);
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// If the player is off screen reload the scene
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auto notifier = get_node<godot::VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
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@ -175,6 +192,10 @@ void alai::player::Player::_physics_process(float delta)
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event->emit_signal("player_died");
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}
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}
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else
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{
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WARN_PRINT("Visibility notifier not found!");
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}
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auto state = get_node("StateMachine")->get_child(0);
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if (state != nullptr)
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@ -270,11 +291,6 @@ godot::Vector2 alai::player::Player::get_velocity()
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void alai::player::Player::_on_player_touched()
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{
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/*auto error = get_tree()->change_scene("res://Main.tscn");
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if (error != godot::Error::OK)
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{
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ERR_PRINT(godot::String().num((int) error) + " Could not load scene!");
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}*/
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auto event = get_node<alai::Event>("/root/Event");
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event->emit_signal("player_died");
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}
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