feature/monitor_debug #44
@ -82,6 +82,8 @@ elif env['platform'] == "windows":
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# that way you can run scons in a vs 2017 prompt and it will find all the required tools
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env.Append(ENV=os.environ)
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env.Append(CXXFLAGS=['-std=c++17'])
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env.Append(LINKFLAGS=[
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'--static',
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'-Wl,--no-undefined',
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@ -1,48 +0,0 @@
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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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[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="RestartButton" 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/RestartButton" to="." method="_on_restart_button_pressed"]
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@ -1,8 +0,0 @@
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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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@ -16,6 +16,7 @@ func _ready() -> void:
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$AnimatedSprite.flip_h = true
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$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
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$FloorChecker.enabled = detect_edges
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(_delta: float) -> void:
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@ -33,6 +34,13 @@ func _physics_process(_delta: float) -> void:
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
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func squash() -> void:
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Event.emit_signal("object_removed", self.get_name())
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queue_free()
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Walking", global_position, Vector2(0, 0))
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@ -22,6 +22,8 @@ func _ready() -> void:
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if direction == 1:
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$AnimatedSprite.flip_h = true
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(delta: float) -> void:
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if $LeftWallChecker.is_colliding():
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@ -29,17 +31,18 @@ func _physics_process(delta: float) -> void:
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elif $RightWallChecker.is_colliding():
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wall_checker_collided($RightWallChecker)
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var velocity: Vector2 = Vector2(0, 0)
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if not follow_path:
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var target_position = position
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target_position.x *= 2 * direction
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position = position.move_toward(target_position, round(speed * delta))
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var velocity = get_velocity_towards_target(delta)
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velocity = get_velocity_towards_target(delta)
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var collision = move_and_collide(velocity, true, true, true)
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if collision and collision.collider.name != "Player":
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var _collision = move_and_collide(velocity)
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else:
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var velocity = get_velocity_towards_target(delta)
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velocity = get_velocity_towards_target(delta)
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var collision = move_and_collide(velocity, true, true, true)
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if collision and collision.collider.name != "Player":
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@ -60,6 +63,8 @@ func _physics_process(delta: float) -> void:
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elif start_position.x + target.x < position.x:
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$AnimatedSprite.flip_h = false
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Event.emit_signal("object_updated", self.get_name(), "Flying", global_position, velocity)
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func get_velocity_towards_target(delta: float) -> Vector2:
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var velocity = Vector2(0, 0)
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@ -80,3 +85,7 @@ func wall_checker_collided(wall_checker: RayCast2D) -> void:
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emit_signal("player_touched")
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direction *= -1
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$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Flying", global_position, Vector2(0, 0))
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@ -11,9 +11,14 @@ export var fall_speed = 75.0
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var return_to_start: bool = false
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func _ready() -> void:
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(delta: float) -> void:
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if return_to_start:
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position = position.move_toward(start_position, speed * delta)
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Event.emit_signal("object_updated", self.get_name(), "Rising", global_position, velocity)
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else:
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var collision = move_and_collide(Vector2(0, (position.y + fall_speed) * delta))
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if collision:
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@ -21,7 +26,12 @@ func _physics_process(delta: float) -> void:
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$AnimatedSprite.play("normal")
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if collision.collider.name == "Player":
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emit_signal("player_touched")
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Event.emit_signal("object_updated", self.get_name(), "Falling", global_position, velocity)
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if position.y <= start_position.y:
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return_to_start = false
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$AnimatedSprite.play("angry")
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Falling", global_position, Vector2(0, 0))
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@ -1,10 +1,8 @@
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extends Node
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signal monitor_loaded()
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export var monitor_enabled: bool = false
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export var debug: bool = false
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export var development_url: String = "http://localhost:4050/api/v1"
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var url_real: String = "https://alai.cromer.cl/api/v1"
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export var use_development_url: bool = false
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@ -53,7 +51,11 @@ 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("game_started", self, "_on_game_started")
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Event.connect("player_died", self, "_on_game_over")
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Event.connect("player_won", self, "_on_game_won")
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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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player["rut"] = ""
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@ -108,7 +110,7 @@ func _physics_process(_delta: float) -> void:
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if monitor_enabled:
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if has_node("MonitorGUI") and not $MonitorGUI.visible:
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$MonitorGUI.visible = true
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emit_signal("monitor_loaded")
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Event.emit_signal("monitor_loaded")
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if started and not get_tree().paused:
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var frame = empty_frame.duplicate(true)
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@ -130,13 +132,14 @@ func _physics_process(_delta: float) -> void:
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start_monitor()
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else:
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get_tree().paused = false
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emit_signal("monitor_loaded")
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Event.emit_signal("monitor_loaded")
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queue_free()
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func _on_input_validated(validated_player: Dictionary) -> void:
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$MonitorGUI.queue_free()
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get_tree().paused = false
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Event.emit_signal("game_started")
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player = validated_player.duplicate(true)
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game["player"] = player
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@ -188,6 +191,7 @@ func remove_object(name: String) -> void:
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for i in range(0, objects.size()):
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if objects[i]["name"] == name:
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objects.remove(i)
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return
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func _on_coin_update(amount: int) -> void:
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@ -219,7 +223,16 @@ func send_data() -> void:
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print("Body B: " + String(body.length()))
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print("Body MB: " + String(body.length() / pow(2, 20)))
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if not debug:
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$HTTPRequest.request(url + "/game", headers, false, HTTPClient.METHOD_POST, body)
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else:
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var file = File.new()
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if file.open("user://game.json", File.WRITE) != 0:
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print_debug("Could not open game.json for writing!")
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return
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file.store_string(json)
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file.close()
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func compress_payload(payload: String) -> String:
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@ -231,3 +244,21 @@ func compress_payload(payload: String) -> String:
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return new_payload
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func _on_game_started() -> void:
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print_debug("started game")
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if not started:
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start_monitor()
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func _on_game_over() -> void:
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if started:
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stop_monitor()
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game["won"] = false
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send_data()
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func _on_game_won() -> void:
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if started:
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stop_monitor()
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game["won"] = true
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send_data()
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@ -2,6 +2,9 @@
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void alai::Event::_register_methods()
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{
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godot::register_signal<Event>("game_started");
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godot::register_signal<Event>("monitor_loaded");
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godot::register_signal<Event>("level_loaded");
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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);
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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);
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godot::register_signal<Event>("object_removed", "name", GODOT_VARIANT_TYPE_STRING);
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19
src/Main.cpp
19
src/Main.cpp
@ -1,5 +1,7 @@
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#include "Main.h"
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#include "Event.h"
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#include <SceneTree.hpp>
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void alai::Main::_register_methods()
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@ -86,24 +88,21 @@ void alai::Main::_ready()
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void alai::Main::_on_monitor_loaded()
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{
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if (level != nullptr)
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{
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auto level_node = load_level();
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connect("monitor_loaded", level_node->get_child(0)->find_node("Player", true, false), "_on_monitor_loaded");
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emit_signal("monitor_loaded");
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}
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load_level();
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auto event = get_node<alai::Event>("/root/Event");
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event->emit_signal("level_loaded");
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}
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void alai::Main::load_monitor()
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{
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auto event = get_node<alai::Event>("/root/Event");
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event->connect("monitor_loaded", this, "_on_monitor_loaded");
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godot::Ref<godot::PackedScene> monitor_scene = _resource_loader->load("res://monitor/Monitor.tscn");
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add_child(monitor_scene->instance());
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auto monitor = get_node("Monitor");
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monitor->connect("monitor_loaded", this, "_on_monitor_loaded");
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get_tree()->set_pause(true);
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}
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godot::Node *alai::Main::load_level()
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void alai::Main::load_level()
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{
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if (level != nullptr)
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{
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@ -111,9 +110,7 @@ godot::Node *alai::Main::load_level()
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auto loaded_level = level->instance();
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auto level_node = get_node("Level");
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level_node->add_child(loaded_level);
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return level_node;
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}
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return nullptr;
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}
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void alai::Main::_physics_process(float delta)
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@ -224,9 +224,8 @@ namespace alai
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/**
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* @brief Loads the selected level.
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*
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* @return Node* The level node which we will later add the monitor to.
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*/
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Node *load_level();
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void load_level();
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};
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}
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@ -1,4 +1,5 @@
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#include "gui/game_over/GameOverScreen.h"
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#include "Event.h"
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#include <PackedScene.hpp>
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@ -11,6 +12,7 @@ void alai::GameOverScreen::_register_methods()
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{
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godot::register_method("_on_restart_button_pressed", &GameOverScreen::_on_restart_button_pressed);
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godot::register_method("_ready", &GameOverScreen::_ready);
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godot::register_method("restart_game", &GameOverScreen::restart_game);
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godot::register_method("connect_signal", &GameOverScreen::connect_signal);
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godot::register_method("_on_player_died", &GameOverScreen::_on_player_died);
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}
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@ -45,7 +47,7 @@ void alai::GameOverScreen::_on_restart_button_pressed()
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{
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level_node->add_child(level);
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set_visible(false);
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call_deferred("connect_signal");
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call_deferred("restart_game");
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}
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else
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{
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@ -79,6 +81,13 @@ void alai::GameOverScreen::_on_player_died()
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}
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}
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void alai::GameOverScreen::restart_game()
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{
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auto event = get_node<alai::Event>("/root/Event");
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event->emit_signal("game_started");
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connect_signal();
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}
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void alai::GameOverScreen::connect_signal()
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{
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auto event = get_node<alai::Event>("/root/Event");
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@ -52,6 +52,7 @@ namespace alai
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void _ready();
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void _on_player_died();
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void _on_restart_button_pressed();
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void restart_game();
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void connect_signal();
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};
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}
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@ -1,4 +1,5 @@
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#include "gui/game_won/GameWonScreen.h"
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#include "Event.h"
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#include <SceneTree.hpp>
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|
@ -19,7 +19,7 @@ void alai::player::Player::_register_methods()
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godot::register_method("set_velocity", &Player::set_velocity);
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godot::register_method("get_velocity", &Player::get_velocity);
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godot::register_method("_on_player_touched", &Player::_on_player_touched);
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godot::register_method("_on_monitor_loaded", &Player::_on_monitor_loaded);
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godot::register_method("_on_level_loaded", &Player::_on_level_loaded);
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//godot::register_property<Player, godot::Ref<godot::SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, godot::Ref<godot::SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, godot::String("SpriteFrames"));
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godot::register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
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godot::register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
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@ -51,11 +51,16 @@ void alai::player::Player::_init()
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coins = 0;
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notifier_initialized = false;
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velocity = godot::Vector2();
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}
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void alai::player::Player::_ready()
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{
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auto event = get_node<alai::Event>("/root/Event");
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event->connect("level_loaded", this, "_on_level_loaded");
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animated_sprite = get_node<godot::AnimatedSprite>("AnimatedSprite");
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if (!animated_sprite)
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{
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@ -77,7 +82,7 @@ void alai::player::Player::_ready()
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}
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}
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void alai::player::Player::_on_monitor_loaded() {
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void alai::player::Player::_on_level_loaded() {
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auto state = get_node("StateMachine")->get_child(0);
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if (state != nullptr)
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{
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@ -186,11 +191,18 @@ void alai::player::Player::_physics_process(float delta)
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auto notifier = get_node<godot::VisibilityNotifier2D>("Camera2D/VisibilityNotifier2D");
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if (notifier != nullptr)
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{
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if (!notifier->is_on_screen())
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if (notifier->is_inside_tree() && !notifier->is_on_screen())
|
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{
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// The first time the notifier is checked always returns false in the first frame
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// So skip the check from the first frame
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if (notifier_initialized) {
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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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else {
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notifier_initialized = true;
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}
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}
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}
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else
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{
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|
@ -117,6 +117,11 @@ namespace alai
|
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*
|
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*/
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bool double_jump;
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/**
|
||||
* @brief If the notifier for the player being on screen has been initialized or not.
|
||||
*
|
||||
*/
|
||||
bool notifier_initialized;
|
||||
|
||||
public:
|
||||
/**
|
||||
@ -284,7 +289,7 @@ namespace alai
|
||||
* @brief Called when the monitor is loaded to connect the player to it for tracking.
|
||||
*
|
||||
*/
|
||||
void _on_monitor_loaded();
|
||||
void _on_level_loaded();
|
||||
};
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user